S.H.Figuarts Future Trunks – Super Saiyan Exclusive Edition

Trunks is back from the future and needs help cleaning up yet another mess.

When looking back on the anime adaptation of Dragon Ball Super, I think my favorite arc is the Future Trunks/Goku Black one. It does get messy at times, and like most things Dragon Ball it goes on longer than it needed to, but it had some real, emotional, stakes which isn’t often found in Dragon Ball. The time travel stuff is always a ton of fun and Dragon Ball has its own spin on how time travel works with new wrinkles introduced in Super. And it marked the return of fan-favorite character Trunks, the boy from the future. The future version of Trunks is much different from the younger one in the main timeline. That Trunks has had a relatively carefree life (though he technically did die once) whereas the future counterpart has only known hardship. And he’s basically just another son seeking his father’s approval, but he just so happens to be the son of Vegeta, not the sort of touchy feely dad. The saga provided some closure there, and unlike the Cell arc from Dragon Ball Z, Trunks got to be the hero of his own story as opposed to sitting on the sidelines waiting for someone else to take down the big, bad, guy. Though he still needed an assist from God.

I liked this version of Trunks so much that I even got the Dragon Stars version. It’s the only Dragon Stars figure in my collection to this day.

It was years ago that Bandai and Tamashii Nations released the Super version of Future Trunks in the S.H.Figuarts line. 2018, to be exact, and at a time when I wasn’t collecting this line like I am now. Even so, I considered getting it, but it seemed pretty pricey to me at the time. I had not yet been conditioned to the SHF pricing model (some would say that’s a good thing) and I decided not to get it. As you can probably guess based on where this has lead, I ended up regretting that decision. The figure is even more expensive now on the secondary market as it has never been re-released. And perhaps worse, the secondary market can be tricky to navigate when it comes to a figure as old as that one because bootlegs are a real problem. And since it’s an older figure, it’s also a bit dated and spending the extra coin in today’s dollars might just leave me with a serious case of buyer’s remorse. No, instead I’ve opted to bide my time in hopes that Bandai would return to Trunks. He is, after all, a fan-favorite and probably a safe bet to sell well. It’s just a question of whether or not the Super version is as popular as the one from DBZ.

The height is okay, but damn is Trunks tiny next to Goku and Vegeta.

2024 ended up being the year where my patience paid off. Maybe. Future Trunks was announced as a convention exclusive, but like most exclusives, it meant he was going to be a variant of the original release. To be specific, this is considered the Gallick Gun edition. Trunks has adopted one of his father’s signature moves and with it comes a purple aura. To achieve this effect, Bandai gave Trunks a coat of pearlescent paint with a purple hue to it. They also went with the translucent Super Saiyan hair which they’re rather fond of when it comes to convention exclusives. I didn’t love the look, but it wasn’t going to be a deal breaker. What bothered me more than the new deco is the cut in the accessory load-out. Gone is the standard Trunks head even though he can certainly perform the maneuver when not in his Super Saiyan form. Worse though, is the removal of the Hope Sword. In the anime (spoilers if you have yet to watch it), Trunks has his sword break while battling his foe. When all hope seems lost, Trunks basically creates a Spirit Bomb out of his broken sword. The effect part was this big, translucent, blue, sword that I think even necessitated its own stand. It was pretty awesome in the show and seeing it in figure form was a huge draw to that original figure for me. Having that get cut, plus an MSRP of $75 for this new version, really soured me on it.

And he’s even tiny next to…Trunks!

So I didn’t get it. What? But this is a review for that figure, you’re probably saying to yourself as you read this. Yes, obviously, I changed my mind. The regret of passing on that original figure was pretty hard to get over and still is. I didn’t preorder this figure, but unlike in past years Bandai apparently made more than what was ordered. Future Trunks was stocked after the fact on their webstore along with some other exclusives, and to make it even more enticing, Premium Bandai ran a free shipping promotion on its website for a week. And damnit, they got me. They got me for the Vegeta we looked at last week, they got me for the Trunks we’re looking at this week, and damn near got me on the Mini Goku, but I figured I was already giving them enough of my money. Now that I have paid for this figure, it’s time to sort out some feelings.

The paint job here is trying to sell the idea of an aura around him. Problem is, I don’t have the right color or know if they even make one in the proper shade.

Future Trunks comes in the event exclusive style box which, in this case, goes for a black and pink color combo. I’m surprised they didn’t go with more of a purple considering the theming, but whatever. It’s just trash to protect the figure inside. Trunks is, as advertised, in his Super Saiyan form and stands approximately 5.25″ to where I assume the top of his head would be with his hair extending far beyond that. Out of the box, he won’t have his scabbard across his back and to put that on you will have to remove his head. It’s not really one of those SHF heads that’s designed to come off and go back on easily and the spiky nature of his hair doesn’t help things. I went ahead and dunked him him in some hot water to make it easier. You will also likely need to remove the scarf piece that’s around his neck which tabs into the chest. The scabbard can then slide over an arm easily enough and there’s an extra tab hole behind the right shoulder to secure it in place, though it isn’t really necessary.

The Gallick Gun pose – it’s kind of goofy, but it’s what Bandai chose to hone in on with this edition.

It should be stated that this version of Super Saiyan Trunks is what some fans have dubbed Super Saiyan Rage. Trunks, during his battle with Black, taps into another fountain of power through sheer rage. His hair sticks up higher and becomes even spikier than usual similar to his Ultra Super Saiyan form from Dragon Ball Z, only this time it comes without much added bulk. His eyes do white out and his yellow aura develops a blue core which seemed to signify to the viewer that this was similar to Goku and Vegeta’s Super Saiyan Blue. It’s also seemingly just as powerful as he’s able to go toe-to-toe with Black in this form. It is an anime only thing, so who knows if Toriyama considered it canon, but Gohan’s Beast form sort of follows in its footsteps as a form that’s unique to half-saiyans.

We have a few charging effects in this line, but we’re really lacking in the beam department.

Bandai got the hair right, but not much else when it comes to the look. The outfit is all there and fairly accurate. Trunks has a more traditional jacket than the half one he used to sport and his pants are pretty much the same as they’ve always been. The figure though is just very slight. Put the new Vegeta next to him and they look like they’re two different scales. The height is okay, but the face, the arms, the torso – they’re all narrow and thin which isn’t something I see much in Dragon Ball. Place him beside the somewhat recent Future Trunks from the DBZ line, and it’s even more stark. That figure looks like it’s the more mature fighter, not this one who should be much older. Some of that is likely due to the jacket being all part of the sculpt. There isn’t a body underneath an overlay. It makes for a clean presentation, especially compared with the somewhat janky recent Future Trunks, but it definitely slims the profile. In order for Trunks to exist under this jacket, he’d have to be around 100lbs. He would be a very small man, which is not befitting the character from the show.

He’s still carrying that old blade. Well, actually, it must be a different one since he’s broken them before.

Aside from that issue, and it’s a rather big one, Trunks looks okay. The portraits have been given some enhancements and they’re nice and crisp. The paint on the body is clean and this new finish seems to achieve what it’s going for, whether I subjectively like it or not. The translucent hair is still kind of a sore subject for me. That might be going too far, but I don’t prefer it to painted hair. I think the best would be to go with a pale yellow and then a shiny coat of paint over it. The hair is coated like the rest of the figure so it has a shiny quality to it. I know it’s supposed to be the result of an aura, but it mostly reminds me of soap bubbles and the colors that dance around on their surface. It is what it is and I don’t hate it, it’s just not an improvement over what we had before. And since he doesn’t come with an aura effect to go with it, it does feel incomplete to me.

Silly boy, you can’t stop a god with a knife!

I’ve already mentioned how accessories were cut for this re-release, so just what was maintained? Well, for starters we get four portraits: smirk, teeth-gritting, yelling, and yelling with a side eye. They’re fine, but what’s missing is just a stoic, or grim, expression which is the expression I think of first when it comes to Future Trunks. I don’t think we really need the smirk, to be honest. And it would have been awesome if one of the yelling heads had whited-out eyes. For hands, we get a set of fists, gripping, splayed open, clenching, and one left, relaxed hand. I think the relaxed hand is here for him to hold his scabbard, though I don’t know for sure since it’s not in any of the pictures. The right, clenching, hand also has a hole in it and it’s for the effect part which is a little, translucent, purple, energy ball. It comes on an acrylic post that’s maybe a third of an inch long and it pegs into the hand via a ball socket. This is for his Gallick Gun charging pose which is one awkward pose. I guess Vegeta couldn’t have a Kamehameha stance so he does this thing where his palms are always pointing out as he charges the maneuver with his hands together. It’s achievable, but weird looking. Maybe that’s why he pretty much stopped doing it in favor of other attacks?

I warned you.

Lastly, Trunks has his trusty sword. We get two versions: regular and broken. The broken one serves a narrative purpose, but also it’s easier to slot into the scabbard. The hilt is painted green while the blade and pommel are silver, but like the figure itself, there’s a hit of pink on the blade so it matches the whole aura theme they’re going for. And like the DBZ counterpart, the pommel comes off so the sword can slide into the gripping hands. It only goes on one way, which is a bit annoying when you’re fiddling with such a tiny thing, but the figure gets a very tight grip on the handle. Almost too tight as it takes some elbow grease to get it out of his hands once there.

Everybody talks about the Father-Son Kamehameha, but what about the Father-Son Gallick Gun?

One area with this figure I have little to complain about is the articulation. Since the figure doesn’t utilize an overlay for the coat, all of the articulation is cut right into the figure and since the scabbard is secured via a sling, it doesn’t fall off constantly. The head is on a hinged ball peg, which I hate, but it does function fine. The scarf will limit his range though, and while it is removable, it leaves behind a giant hole in his chest so that’s not really a viable solution. Shoulders, biceps, elbows, and wrists are all standard stuff. The figure does have butterfly joints in the shoulders and they work well enough coming forward, but offer nothing going back. There’s a joint in the mid-torso that pivots a bit side-to-side and allows for some forward and back. A waist joint is where you’ll get most of your rotation and he can crunch forward and back thanks to it and the hips. Since this is an older release, he doesn’t have those annoying, sculpted, butt cheeks. Mai may be disappointed, but it allows for full splits going forward and back. Out to the side, you get about 45 degrees. If you can find a way to get the caps in his hips to slip over or under the thigh swivel then you may get more, but it’s hard plastic and not very forgiving. Beyond the hips, Trunks kicks forward well and the thigh swivel affords some pivot. The knees and ankle hinges are fine while the rocker is limited. There’s also a toe hinge if you want it.

How I imagine it would look to be in the presence of the Father-Son Gallick Gun.

I don’t want to overstate the articulation here. It’s not elite or anything by the standards of the line, but it’s functionally sufficient. Trunks can hit all of the Trunks poses well enough. He can hit his downward swing, jab, or have his hand on the handle while the blade is in the scabbard. It will work, and what holds the figure back is not the articulation, it’s almost everything else. The paint job is executed well enough. It’s something you either like or you don’t. The sculpt is dated and not true to the character. He may look off when posed with the new Vegeta, but that Vegeta sculpt is actually just as old. His proportions were never right and this is a version of the character begging for a redo just like the DBZ version received. The reason to get this figure is if you really like the character and feel better paying $75 for it as opposed to the $120 or so you’re likely to pay for a secondhand version of the old figure. That figure will have more stuff and a more true-to-the anime paint job, but will have all of the same problems as this one plus the older face printing. And if you’re thinking of using the updated face plates with the old figure, it’s probably not going to work. The flesh tone here has a purple hue to it. It may not be apparent when looking at the figure by itself, but place it beside another character and it stands out. He’d basically look like poisoned Trunks if you tried to mix and match.

He’s still Trunks and he’s still cool, but he could be so much better.

Am I content with my purchase? I still don’t know. This is an obvious compromise for my collection. It’s a character I want in my display, but not the version of the character I would like. If I could get the older version for a hundred bucks or less then I would not have bothered. Both are compromised takes on the character, but the original less so. And that Hope Sword is pretty damn cool. If you have that old figure and decide to get this one too then you could probably use the depowered head on the new body. The necks won’t match, but the scarf will hide it if you want. The only reason to do that though is if you really like Future Trunks. This version is okay, but not what I want. I would have much preferred they just give him a blueish hue and make him Hope Sword Future Trunks. At the very least, he should have his own aura to go with the Gallick Gun. A Hope Sword Trunks could have created his unique yellow and blue aura and would have looked way cooler. Plus such a display would lend itself well to being off on its own in a different part of your collection making the size issues less of a concern. Oh well. If you’re like me and really regret passing on the Super version of Future Trunks, I guess you may as well grab this one if you’re okay with the price. Once it’s gone though (and it’s no longer being offered on their website, but it may be making the convention and pop-up store rounds) I wouldn’t entertain paying so much as a dime more than MSRP. Hopefully, something better for Future Trunks is in our future.

If you like Trunks or are just really into Dragon Ball Super then you may like checking out these reviews:


S.H.Figuarts Super Saiyan God Super Saiyan Vegeta – Unwavering Saiyan Pride

Now more godly than ever.

I guess we’re making the first week of March Vegeta Week here on The Nostalgia Spot, and why not? He is royalty, after all. This one should be a short one since we’ve looked at this figure before. Multiple times. Bandai has been able to extract a lot of value out of their Super Saiyan Vegeta mold which I believe was an early 2.0 body for the S.H.Figuarts line. It was also the first figure in the line I got way back in 2018. It’s funny to look back on how smitten I was with that figure and now I look at it and seem to only notice the flaws. What has at least held up over the years is the overall look of the sculpt, which is good since Bandai hasn’t really changed it. It’s not perfect, but obviously good enough for me to keep buying it. I now have four versions of this figure, plus two more that also share some parts. For awhile, I had just one Vegeta figure and now there are many, but since he is Saiyan royalty I guess that’s fitting.

Goku could use a similar upgrade.

Much more recently, Bandai reissued it’s Super Saiyan God Super Saiyan Vegeta for the line’s 15th anniversary. That figure was one I had been hoping would see a revision because I had missed it back when it first came out and I have come to really enjoy the look of Super Saiyan Blue. I was, however, disappointed with the reissue because there were no updates to the original figure. In more recent times, Bandai has reissued figures aplenty, but always with improved face-printing. They didn’t do that for their special 15th anniversary figure and the result was a figure that looked dated. Fast-forward a few months after release, and we find out that another Super Saiyan Blue Vegeta is on the way and this one was ticketed to be part of the budget-friendly $35 subline. These are the figures shipped to brick and mortar stores that typically are of the most popular characters and are designed as an entry point for newcomers. Even though the price was far better than a lot of new figures in the line, I was still annoyed by the release since I had just spent good money on a lesser version. I got over it though, and when the Premium Bandai website was offering a free shipping promotion in February I decided to just grab this new Vegeta to seemingly right the prior wrong.

I have no shortage of Vegetas.

Dubbed Unwavering Saiyan Pride, this Super Saiyan Blue Vegeta is indeed very familiar. The body is exactly the same as the previous release, but the deco has been refined. The original was white and brown on the armor with a shade of blue for the bodysuit that bordered on purple. It’s a similar color to the manga. The re-release from a few years ago (which I didn’t bother to review) saw the blue altered to a more royal blue with the straps and plating on the armor lightened to a shade of tan. The white portions of the suit are a more off-white. This new Vegeta keeps the off-white while pairing it with a dull shade of yellow-brown that basically sits in between the prior two figures. The bodysuit is a new shade of blue with a touch more yellow. It reminds me of the ocean in the Caribbean giving it an almost warm feeling as opposed to the usual coldness blue imparts.

The faces on this one are so good.

This updated shade is likely here to play off of the new head sculpt. As far as I know, this portrait is entirely new. The shape of the hair is different from all of the other Vegeta figures I own. It fans out more which does seem to match his depiction in Dragon Ball Super – maybe we should think of this as a Toyotarou version? The hair is a light blue with a pearl finish. Like the body, there’s a touch more yellow making it lighter than the previous Super Saiyan Blue figure. It does help to give off the illusion of a radiating Vegeta and this figure would pair well with an aura effect.

I like the overall approach by Tamashii Nations here, but the execution is a little suspect. I suppose it should be expected at the lower price point, but there’s no reason to skimp on quality either. After all, it’s the same company on the box no matter the price. Paint is a little sloppy in places and most noticeably around the neckline. The blue is fuzzy and my figure has a blob of brown on the back of the neck which I guess is from the armor straps. The edgework around the armor isn’t as clean as it could be, and like the recently reviewed Old Style Battle Clothes Vegeta, some of the steel in the right elbow joint is visible suggesting it was slightly misaligned during assembly. More annoying though is the miscolored parts as the crotch piece is a darker blue from the rest of the legs. I think this is caused by the crotch being a slightly harder plastic and the legs having a little bit of a wash applied to them. I don’t know how well it shows in pictures, but in-hand and under normal lighting conditions it’s pretty noticeable.

Maybe my least favorite expression of the bunch, but it still gets the job done.

What did turn out well though are the portraits. These are Bandai’s best Vegeta expressions yet and they alone are worth the upgrade. We get four expressions this time: stoic, yelling, teeth showing, and a smirk. Maye instead of stoic I should call this Vegeta Resting Bitch Face because he looks kind of pissed. He looks really ticked off with the teeth-gritting expression and the smirk is the perfect, cocky, Vegeta we all know and love. I love all three, while the yelling one is a bit more specific. It’s also longer as a result and looks a touch off to me, but not terribly so. The rest of the accessories are the same old, same old: fists, clenching hands, martial arts pose hands, open hands, and a right thumb gesture. He also has the old style crossed-arms piece that connects at the biceps. I didn’t bother to try it out this time because I already have it on two of my Vegeta figures, three including the Namek Vegeta.

“Step aside, boy, I’ll handle the rest.”

Articulation is exactly the same as the past Vegeta figures. The new head doesn’t function any better or worse and they’re still sticking with that annoying hinged ball peg for the neck. The hips are the most restrictive part of the figure while the hinged joint in the mid-torso feels welcomed after handling the last two Vegeta figures that lacked it. It’s mostly fine, but showing its age here. We could use a Vegeta with better butterfly joints as well as better hips. The ball peg ankles also need to be fired into the sun.

Kick that imposter’s ass, Vegeta!

Is this a figure that’s worth $35? Absolutely. It’s not perfect and some aspects of it are dated, but compared to other brands at this or a similar price and it’s still damn impressive. It gets right what it needs to and that’s the color pallet and the expressions. This is probably the best Vegeta figure yet unless you really like Super Saiyan 4. I prefer a more traditional Vegeta and while Super Saiyan Blue might not be anyone’s idea of traditional, I do think the guy looks good in blue so if I had to get rid of all of my Vegeta figures but one this would be the one to keep. I do think we could do with an update and hopefully Bandai is willing to go beyond the anime and give us Vegeta figures from later in Super. Those would present an opportunity for something new. They also haven’t done his maxed out blue from the end of the anime. Perhaps an ascended Super Saiyan Vegeta on a new body could be in the cards? That would lend itself well to redos. We’re also getting a new base form Vegeta via the Dragon Ball Daima line this year and I’m interested in checking that out. For now though, I’m happy with this Vegeta and glad I didn’t pass on it. Even if I now have a small army of Vegetas.

I hope you like Vegeta…

S.H.Figuarts Dragon Ball Z Vegeta 24,000 Power Level

When a toy line is as long in the tooth as Bandai’s S.H.Figuarts Dragon Ball Z line, producers tend to start looking in all of the various crevices of the property for new material. We recently looked at a figure that did just that in Mecha Frieza, a version of the chief villain of the…

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Super Saiyan God Super Saiyan Vegeta – S.H.Figuarts 15th Anniversary Ver.

To celebrate the 15th anniversary of the Bandai/Tamashii Nations action figure line, S.H.Figuarts, Bandai turned to the fans. There was a large roster of releases eligible for re-release to mark the occasion, and anyone who wanted to could cast a vote for their five favorites. The winner was, not surprisingly, Vegeta. And in particular, it…

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S.H.Figuarts Dragon Ball GT Super Saiyan 4 Vegeta

We’re back with another action figure review from everyone’s favorite version of Dragon Ball: Dragon Ball GT! And really, the only thing people remember from Dragon Ball GT is the Super Saiyan 4 transformation. Designed to bring the Saiyans back to their more primal roots, the Super Saiyan 4 transformation is pretty much on an…

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S.H.Figuarts Dragon Ball Z Vegeta – Older Style Battle Clothes

Still not a super Saiyan.

Vegeta is a character who has had a few looks throughout his time in Dragon Ball Z. Almost all of those looks are some variation on his Saiyan armor from his debut with minor tweaks and modifications. Since Vegeta has become one of the most popular characters from the long-running manga/anime, most of those looks have made it into plastic. At this point, it’s easier to pick out the few looks that haven’t received representation in the Bandai and Tamashii Nations action figure line S.H.Figuarts. Despite Vegeta’s popularity, his most recent figures have seen him locked behind the Premium Bandai delivery method. This is essentially a made-to-order process that comes in at a higher price than a general release item. For example, there’s currently a Vegeta hitting Target stores and other vendors for $35 since it’s mostly a reissue with updated deco. This Vegeta, despite also being mostly reuse of the prior Premium Bandai release, was marked at $60, but if you have always wanted to have Vegeta in his Frieza Saga look then you had to swallow your pride and pay the piper.

Did we need two different Namek Vegetas? Yes, of course.

The Old Style Battle Clothes Vegeta is what the fandom commonly referred to as Namek Vegeta back in the day. Even though he featured two distinct looks, the first one was so similar to his appearance in the Saiyan Saga that this is the look that ended up standing out. And it’s not drastically different from the former. It’s basically Vegeta in a black bodysuit with torso armor that looks largely the same as the previous armor just minus the giant shoulder pads. When Vegeta outfits Gohan and Krillin with battle suits he’s asked why his is different and he says it’s an older model and was apparently all that was available in his size on Frieza’s ship. As a look, it’s a little less dramatic and a little more subtle than what he had before. It does differentiate him from the rest of the bad guys in this era of the show and maybe that was the true point, or creator Akira Toriyama was just sick of having to draw those shoulder pads. It’s also a little bit of a preview of the look he’d feature in the Android Saga which basically just adds straps to the shoulder area and goes back to a more royal blue for the body suit.

The extra battle damage parts are the big draw here, I suppose.

I’m a bit of a Vegeta sicko so I was interested in adding this look to my collection. I was also curious how Bandai would integrate the battle damage into it as well which they showed off in the solicitation images. I was slightly hesitant though because I was a bit underwhelmed by the last Vegeta released via this method: Vegeta 24,000 Power Level. That one wasn’t a disaster, but it had some obvious flaws that ultimately frustrated me. This figure is built off of the same foundation and it was apparent even in the glamour shots. That’s not automatically a bad thing, but when the base of the figure is one that disappointed then it becomes more of a concern.

“Give me the Dragon Balls or die!”

Vegeta stands at about 5″ to where his head most likely would end and close to 6 1/8″ to the tip of his hair. I didn’t go back and check to see what I wrote for measurements on the 24k Vegeta, but they’re the same size. And as expected, there’s a lot of shared parts between the two, but not as much as I thought which might actually be a bad thing. What’s shared are the arms, neck, and everything below the waist. What’s not is the torso, which is expected since we’re talking a different sculpt with the need to integrate some new functionality. What also isn’t shared are the heads. The hair shape on the new Vegeta is a bit more narrow, the black has more of a satin finish, and as a result the faces are different. It’s a slightly frustrating choice because it means the faces aren’t interchangeable between the two. That would have been something fun to make use of, but we’ve been denied.

“Please, Kakarot, don’t let me be remembered like that idiot Yamcha!”

The look of the figure is something of a mixed bag. Even though I wish the heads were the same for some shared functionality, I’m not disappointed in how the Prince of all Saiyans looks from the neck up. The portraits are exquisite and I like this new finish on the hair. The torso is less flat looking than it was on the previous release, but the diaphragm cut still needs some work. I don’t want it gone, but it’s not particularly elegant. The neck is still a problem as there’s almost always a gap between the base of it and the torso. It needed to be larger and have a flange at the base that closes up those gaps. It’s a real bummer because the figure can’t look up using the head alone, but we’ll get more into that with the articulation. The armor is a nice white this time, which I prefer to the off-white of the 24k Vegeta. The body suit is navy as opposed to black which perhaps comes from Toriyama’s notes, but in the anime it’s clearly black. I would have preferred black, but I’m not particularly bothered by it. The shoulders though look awkward. They don’t seat into the torso very well, probably because they were designed for a figure with giant shoulder pads to work around. You can shove the shoulders deeper into the apparatus inside which is the better silhouette, but Vegeta loses his ability to place his arms at his side. If you pull them out slightly for better range, they look bulbous and disconnected from the body. I feel like they could have done a better job here as this just isn’t their best work.

“Oh Vegeta, you never fail to amuse me.”

And to add to that sentiment, we have minor QC issues on this one. The right ball hinge isn’t seated all the way into the wrist and protrudes more than usual. I’ll have to see if I can heat it up and force it in. The left elbow also has some of the steel joint inside visible as if the joint was misaligned slightly during assembly. It’s not a major eyesore, but it is uncharacteristic of this line. If you’re curious, this one was manufactured in the Vietnam factory which has had some great figures come out of it, as well as some that were of a noticeably lesser quality.

“I wish I was a Super Saiyan!”

Paint on Vegeta is, as expected, pretty minimal. It’s mostly limited to the face, the visible part of the torso around the neck, and the battle damaged parts. The paint on the torso doesn’t match the plastic used for the neck and face which is disappointing. The painted battle damaged parts look nice though and there the flesh matches much better, though it’s also aided by the distance between the abdomen and neck. We might as well talk about the parts now, but you have an optional chest piece, abdomen, upper back, and lower back. These pop off pretty easily and are a hard plastic. Vegeta was blasted through the abs by Krillin and the resulting damage is captured well. You have the brown panels, the exposed flesh, and the tattered remains of the bodysuit all sculpted and painted. They look great, no complaints here, though it does add to the gappy nature of the diaphragm joint since the upper part of the chest is a smaller piece than the default one.

“Are you crying?!” “How dare you call yourself the Prince of all Saiyans!”

In addition to the extra armor bits, we get the standard array of Vegeta hands: fists, clenching, open, and Big Bang Attack hands. For portraits, we get five different ones: neutral, shouting, teeth-gritting, sleeping, and weeping. These expressions are how the figure really sets it apart from other Vegeta figures and captures a moment in the series. The sleeping portrait is amusing as he does take a nap in the show which allows Gohan, Krillin, and Dende to sneak off with the Dragon Balls (it’s maybe Toriyama’s laziest solution to a problem) and make their wishes. The teeth-gritting face features terrific details with painted lines and beads of sweat. This is basically Vegeta realizing he’s screwed as he tries to take on Frieza. The weeping head is basically from the moment he accepts that he’s failed and the result of his pride being damaged beyond repair. It’s not from when he’s pleading with Goku to defeat Frieza, though you could probably use it as such if you really wanted to. They’re all very well detailed and I continue to be impressed with the expressions on these latest figures in the line though I’m surprised we didn’t get a cocky portrait from when he was boasting about being a Super Saiyan to Frieza. Again, if he could just share portraits with the prior release this wouldn’t be an issue. The final accessory is old reliable: the crossed arms piece. It’s the same as the 24k Vegeta’s crossed arms piece that separates in the middle and connects at the shoulder, it’s just color-matched for the new bodysuit.

“Gah! Bulma!”

Vegeta’s articulation is pretty much the same as the 24K Vegeta with all of the same pluses and minuses. I already mentioned the limited articulation at the head which is intended to be moved with the neck, but it’s gappy. Same for the torso joint which mostly rotates and is pretty limited going back and forth. The butterfly joint features poor range while the rest of the joints in the arms function as expected. The waist is basically just a pivot point as it doesn’t bend forward and back much at all, nor does it tilt to the side. The hips are able to kick forward just fine, back a little, but suck going out to the side for no real reason. The thigh twists and knees are fine while the ankles are on double ball pegs and don’t work very well. You also get a toe hinge which is fine.

There’s no sugar-coating that this is one of lesser releases in this line when it comes to articulation. It’s one thing for a NECA or a Super7 figure to not articulate all that well because those companies tend to be more aesthetic-focused. Tamashii Nations is all about the P.O.A. and it’s disappointing that they didn’t rework the 24k Vegeta more to make this Vegeta a better experience. These ball-peg ankles have got to go. They finally ditched them on Goku with the Legendary Super Saiyan release and it’s time for them to do the same with Vegeta. This torso also needs to be retired because the diaphragm joint is just bad. They stopped doing the hinged joint in the torso awhile ago, but it would have helped here.

And now it’s time for Vegeta to take a little nap.

Are the problems with the articulation going to matter much in the end? Yes, but maybe not as much as they would normally. If you’re buying this Vegeta it’s because of the very specific look. Bandai did a decent job there by providing the extra parts to capture the battle damaged look Vegeta had when he took on Frieza in his final form. There’s a good amount of portraits and the hands are as expected. The crossed arms piece is going to come with basically every Vegeta and at least it’s the newer version. The only things missing that could have added to the package would have been a new tail for Frieza Fourth Form designed to hold Vegeta in place since it’s a memorable portion of their fight. And then it also would have been nice to get an effect part which is something I wish came with every release. And since we’re paying a “premium” for a Premium Bandai figure, why not start including stands with those releases? A lot of these releases feel a little short when it comes to the value component and something as simple as a generic Tamashii Nations stand would help.

Since this is indeed a Premium Bandai release, the only way to get this Vegeta now is on the secondary market. Some e-tailers like Big Bad Toy Store might stock it, but since they have to pay MSRP like the rest of us it’s going to come at an inflated price. And with these things, it’s hard to know if the price will rise or fall on the secondary market. Bandai did just put Cooler back up for preorder so they have created the precedent that these aren’t just one and done. There’s always the possibility of a recolored edition for a convention exclusive as well, maybe in black? At $60, this Vegeta is already a hard sell. It’s relying entirely on one’s fondness for this specific look. I really can’t recommend anyone extend themself beyond that MSRP for this one as it’s just not good enough.

The Frieza Saga of Dragon Ball Z has been well-represented in action figure form:

S.H.Figuarts Dragon Ball Z Full Power Frieza

Frieza is the villain from Dragon Ball who just refuses to die. His initial battle with the heroes of Dragon Ball Z spans a whopping 30 episodes! Thank goodness that DBZ was a weekday show or else it would have taken more than half a year to see Frieza get taken down. And that’s just…

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S.H.Figuarts Dragon Ball Z Vegeta 24,000 Power Level

When a toy line is as long in the tooth as Bandai’s S.H.Figuarts Dragon Ball Z line, producers tend to start looking in all of the various crevices of the property for new material. We recently looked at a figure that did just that in Mecha Frieza, a version of the chief villain of the…

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NECA TMNT Adventures Shredder

Shredder and Krang together at last!

Conventions are always a great time, even from home, because lots of toy companies use them to show off their latest and greatest. Last year had a number of surprises from NECA where Teenage Mutant Ninja Turtles were concerned. And some of those surprises were pretty damn big. When those conventions end, it’s always fun to rearrange the list in my head of what I’m looking forward to the most. Vaulting to near the top of that list was a figure I hadn’t even really considered would be shown: Shredder. Not just any Shredder, but the Shredder from the Archie Comics run of Teenage Mutant Ninja Turtles Adventures.

I have detailed in several of these figure reviews that I wasn’t a regular reader of the Archie run of TMNT. I should rectify that some day, but I had honestly forgotten what Shredder looked like in those books. I mostly saw those issues via the covers and covers alone and on those he was often depicted as he was in the cartoon. In the books themselves, Shredder was usually colored with a blue body suit and purple cape. The metallic portions of his traditional outfit was colored white with blue highlights. This isn’t that unusual as if you take a look at just about any depiction of Wolverine in a comic his claws are often white. We know they’re steel and probably wouldn’t be white in reality, but that’s comic book coloring logic. The cartoon went with gray for Shredder with minimal shading. The toy went with blue. Shredder was all over the place, but this white and blue look was certainly unique and something about it works. It’s classy!

I could have easily filled this with a bunch of NECA Shredders, but most probably just want to compare this one to the toon Shredder.

NECA is rounding out its line of TMNT Adventures slowly but surely. There’s basically a three-issue arc or so in the comic that NECA has focused on. In it, we meet Slash who comes into contact with Krang. They meet Bellybomb and he in turn helps Krang take over Shredder’s body. Yeah, it’s a bit weird, but since Krang is a brain I guess it makes sense that he can take over the body of other people. He doesn’t have to always ride around in an android’s stomach. That’s why if you come cross this Shredder in a store you may be surprised to see Krang on his shoulders. This figure is Krang as Shredder (Kredder?), but NECA wisely included a traditional Shredder head in the box. It’s a little more eye-catching with Krang in place and likely to get some double-takes by people unfamiliar with this depiction. I suppose NECA is taking a risk with impulse buyers in that the Shredder head isn’t front and center, but I’m guessing most people into this line basically know what they’re in for.

“There, there, Krang, you’ll have a body some day. Just not mine!”

This Shredder, or Krang, comes in the same style of window box as other figures in the line. It’s adorned with original artwork by Ken Mitchroney which all features the Krang head in place. The figure is an entirely new sculpt by Tomasz Rozejowski with a credit to Kushwara Studios. Paint is once again handled by the duo of Geoff Trapp and Mike Puzzo. And following in the footsteps of the Stump Wrestling turtles, this Shredder is pinless. NECA is gradually making the move to a pinless approach with the elbows and knees of its future figures and the results have been smooth. I’m not exactly offended by the presence of pins, but the ones NECA has used in the past can be a bit on the large side. They’re usually good about using the proper color and painting over them when necessary, but there have been a few where they stick out a bit too much (mostly their Bebop and Rocksteady figures, for some reason) so I’m happy to see them gone. Especially because we’re not losing any function, and as we’ll see when we get to the articulation, we’re not running into any new issues either.

Shredder has enough chunk to compete with the turtles.

This Shredder is a much beefier version of the character than we’ve received in the past. The NECA Shredder mold is getting quite long in the tooth. It’s been used for multiple versions of the Mirage Shredder as well as toon and video game versions. It’s not terrible, but it’s a very lanky Shredder. This new sculpt is likely also the base for the new Ultimate Toon Shredder that should start showing up any day now (unless it’s being held back for another Target event that everyone will surely love) and I think fans are going to be pleased. He’s big in the arms and broad in the chest and stands at a commanding 6.75″ and should look formidable beside the turtles. The sculpt has that slightly soft, rounded, but muscled look to it that was featured in the comics. The body is a dark, flat, blue with basically all of the muscles outlined with black. The details on the white portions of the costume are also brought out with black linework with a hit of light blue for shading. The face guard is dark blue with a nice swash of white and the visible portion of his face is a warm flesh tone and the detail work is impressive.

“Ha! You may have fancy black pajamas, but no weapons to save you!”

There’s almost nothing for me to critique when it comes to the presentation, but I’ll do my best. The linework is exceptionally clean. Given the presence of white surfaces, it could have gone off the rails in places, but it does not. I had to hunt for paint imperfections and I found one, black, speck on the right forearm band. That’s basically it. Aside from that, my criticisms are more subjective. There’s a cut in the abdomen that goes through the top of Shredder’s abs. I wish the cut went above the abs instead and followed the rib cage, but maybe that wouldn’t move as well. He also still has a soft goods cape that’s very basic. I’m fine with the choice of soft goods over plastic, but it’s very thin and there’s no wire. It’s basically the same cape as what’s included with the toon Shredder which is a pretty basic cape with just some minor tailoring around the neck. With the exception of Dark Turtle, capes in the toon TMNT line have been pretty weak and that has apparently carried over to the Archie line.

We now have two Archie Krangs. Left is old, right is new.

This edition of Shredder has a pretty solid assortment of accessories. I’ve been reviewing this as if it’s a Shredder, but the actual, default, head is Krang. Krang follows the same styling as the one included with Bellybomb only this time he has an angrier expression. Or rather, he’s showing more teeth and his eyes aren’t as asymmetrical as the prior one. His tentacles are on little ball joints so they can move a little bit, but he plugs onto the ball joint like any other portrait would. Which is why it’s a shame that the Krang that came with Bellybomb wasn’t equipped to do the same. Did they not want to tip their hand that this was coming? Maybe, but that’s a silly reason not to do it. It would have been a great way to get multiple portraits for Krang into the mix so it feels like a missed opportunity. Krang is very well painted though and if you’re only going to have one Krang head for a figure at least it’s a good one. You may notice there are no pictures of Shredder with Krang for a head. That’s because once I swapped heads I couldn’t get the Shredder one off. I actually had the whole neck apparatus come out, and since I’m not going to display this figure as Krang, I wasn’t going to go through the trouble of getting this head off.

This polearm looks like it would hurt.

The rest of the accessories are a mix of obvious and perhaps not so obvious. For hands, Shredder has a set of fists, open, gripping, and fists with his signature blades on them. The blades kind of come and go in the comics and it was pretty important to have an array of hands without them. Still, I do wish we got a set of open and gripping hands with the blades in place too. For the gripping hands, Shredder has this big poleaxe of sorts. It basically looks like a bo staff topped with a bladed head that’s serrated on one side while the other side almost looks like a giant bottle opener. It’s cool though and I like the size. It’s also pulled right from the comic and if this Shredder was only going to have one weapon then they picked the right one. Shredder also has his little banzai tree which, sort of like Slash from the cartoon and his “binky,” is an important item to Shredder so it’s a fun thing to have even if it’s not the most exciting. It’s really well painted and I might just keep it on my desk.

Now Shredder has his own binky.

Shredder features a new articulation scheme in some respects, but the end result is mostly the same as usual. He has a double ball joint for his head, hinged shoulder pegs, bicep swivels, double-jointed elbows, forearm swivel, wrist swivel and hinge, diaphragm ball joint, ball-socket hips, swivels at the hips, double-jointed knees, shin swivels, hinged ankles and an ankle rocker. The elbows and knees both have no trouble bending past 90. They’re a little stiff out of the box, but not exceptionally so and I didn’t have to heat anything with this figure. The diaphragm joint swivels side to side with a decent arch back and a slight crunch forward. There’s no waist articulation, which is odd, but maybe it’s not present because the oversized sash would negate its use. The forearm and shin swivels are really well integrated into the sculpt to basically be seamless. At first, I couldn’t even tell where the shin was swiveling as it’s not at the very top of the boot. The gripping hands also feature vertical hinges, finally, which is great to see. More of that please, NECA. Though it is a bit ironic that the pole weapon doesn’t get much use out of them, but if you want to give him a sword or gun it will work well. Nothing is loose, nothing is floppy, and nothing was so tight I felt like it was going to break. The only joint that’s being stubborn for me is the right shin swivel. The factory generously lubricated the elbows and knees, which I’ve actually never seen before, and it certainly seemed to help.

“You freaks will never have my body!”

This Shredder is just a fantastic figure to behold. I just keep finding my eyes drawn to this guy and he’s been on my desk for weeks because I don’t want to place him on my shelf and then rarely touch him. If this is how the new toon Shredder is going to turn out, then folks are going to be very happy. I doubt it tops this one though because I just love this color combo. The white and dark blue just pop well and in such a different manner than other figures in the line. I’ve grown accustomed to a lot of bright colors with this group, but Shredder proves you can pop with dark. This Archie line has really become the most exciting TMNT line for me. Maybe NECA’s 2012 line will top it eventually, but for now I am far more excited to see what’s next from TMNT Adventures than I am from the cartoon or comic lines. Only thing we really need now are proper Archie turtles. Those wrestling ones are great fun and were maybe the best figures I got in 2024, but I think the people want some more conventional looks as well. I’m sure they’re coming, as are more Mutanimals and familiar foes and they’ll all have a hard time topping this Shredder. If you’re looking to add him to your collection, he’s currently shipping to Walmart stores in the US. Since it’s TMNT Adventures, he should eventually make his way to other places, but if you don’t want to wait you’ll have to brave your nearest Walmart. Good luck!

Check out these other figures from NECA’s line of figures based on TMNT Adventures:

NECA TMNT Adventures Bellybomb

Sometimes, a character design so fun and outrageous can be enough to motivate one into dropping $35 on an action figure. Such was the case with NECA Toys’ Bellybomb figure from its subline of Teenage Mutant Ninja Turtles action figures based on the characters from the Archie Comics series. Of course, in this case it…

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NECA TMNT Adventures Mondo Gecko

.The NECA Cowbunga Collection is a content creator’s dream. Here we are deep into October still talking about figures that dropped in August. This time it’s another Teenage Mutant Ninja Turtles Adventures action figure and it’s fan-favorite Mondo Gecko. Most TMNT fans probably know Mondo from the Playmates action figure line. He also made the…

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NECA TMNT Adventures Stump Wrestling Four-Pack

When I was a kid, I didn’t really get a lot of comic books. I most often would encounter them at the grocery store and I always hoped my mom would end up in the check-out aisle with the comics instead of candy so I could maybe convince her to get me one. And when…

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Super7 TMNT Ultimates! Rat King

Born on the 21st of May.

When Super7 unveiled their tenth wave of Ultimates! action figures for Teenage Mutant Ninja Turtles they learned an important lesson: don’t mess with the classics. For years, Super7’s line of figures has essentially focused on remaking the vintage figures first released by Playmates Toys in a new scale with updated articulation, sculpting, and paint. Fans have come to expect that when a new figure is revealed in the line, it’s going to harken back to those old figures. When Super7 messed with expectations and revealed a Rat King that did not much resemble that old toy, the Internet revolted! After what must have been a sizable amount of backlash, Super7 relented. They pulled their new Rat King, which fans dubbed Hot Rat King because of his lovely cheekbones and smile, and replaced him with Karai, a character never released in the vintage line who was essentially immune to backlash. Rat King was retooled to better fit that vintage aesthetic and moved to wave 11 where he has now seen release.

Internet rage accomplished something by making sure this figure never came to be.

In truth, the original take on Rat King Super7 first sent out there wasn’t exactly the company trying to do something different. Rather, it was forced upon them. Ever since this line gained steam it has been at odds with what Playmates is doing. That company still holds the master toy license for TMNT and because of that has a lot of influence with Viacom, who owns TMNT. Even though Viacom owns all of the designs, the company is sensitive to the relationship it has with Playmates and is at least willing to hear them out when it comes to what Super7 is doing. They got Super7 to ditch the weapon sprues that used to come with all of their figures and has also been able to extract some meaningful change. Playmates is protective of what it sees as being unique to the figures it still controls, and since they started re-releasing much of these old toys (including Rat King), they actually do have a leg to stand on. Super7 hasn’t come out and said just what orders they’re receiving from Viacom, but it sure seems like if a look only existed in the toyline then it’s no longer fair game. Since that Playmates Rat King is pretty unique, Super7 must have felt like they couldn’t really do it justice so instead they based their version of the character off of his appearance in the video game Shredder’s Revenge. He had a bit of anime styling, a pipe, but was still recognizable as the character from the cartoon. Fans, apparently, just weren’t interested.

No stupid, sexy, Rat Kings here.

To their credit, Viacom listened to both the fans and Super7 and allowed the company to do a more faithful recreation of Rat King from his Playmates days. And by faithful I mean they pretty much let Super7 just redo that old figure. When I heard he was getting a redo, I just figured it would mean a new head or two that better reflected that ugly, old, design. I was not expecting to get a figure that had all of the little sculpted oddities of that old one. The new Rat King is barely different from what Playmates did. He has the same face, same rats, same odd yellow bones, and giant centipede all sculpted into the body. The only real differences that I can easily spot are that Super7 did not include the pair of black bugs on the figure’s lower half (though they did retain the one on the headwrap) and they adjusted the placement of the rat who was on the original figure’s left foot. There, the change wasn’t to appease anybody, it was just to move the rat up so it wouldn’t interfere with the ankle joint.

The Super7 Rat King takes the title of tallest Rat King at 7.75″

Aside from those minor changes, this really is the upscaled and modernized version of the Playmates figure most fans wanted. Rat King is still an ugly dude with red eyes, missing teeth, missing patches of hair, and this weird, patchwork, suit of unknown origin. The centipede on the chest is now painted black, but the rest is basically the same. The rats are still essentially one color and the stitches in the suit are unpainted. The texture of the shirt has also been changed. On the original it’s dimpled, but here there’s just a lot of linework giving it a rough appearance. I always assumed it was fashioned out of many, many, rat pelts or perhaps the pelts of those who threaten the rats. Either way, it probably smells horrible. The figure is pretty well painted as there are numerous wraps of green, white, and brown on the figure and everything is covered in a dark wash to really give Rat King a grimy appearance. This is a dude who lives in a sewer surrounded by rats and he very much looks the part. This is a figure I can almost smell.

Unfortunately, I don’t have a Super7 Splinter to pose him with.

This is a figure who is impressively ugly. That’s a compliment to whoever sculpted Rat King. His face is covered in scars like maybe he was a burn victim and every bit of this thing is textured. His clawed hands can be painful to work with because they’re so pointy as is the hair in some places. It’s a figure that takes me back as I used to love looking over those Playmates figures to see what I could find hidden in the sculpt. I know we started this thing off by pointing out how Super7 got into trouble by deviating too much from the old toy, but I almost wish they sculpted more weird stuff into the figure to give us some more stuff to look for. The only other criticism I could levy at the sculpt is I wish the chest was just a little broader. He’s got these big arms, but comparatively small chest. At least it’s not really noticeable when he’s wearing all of his stuff.

The original solicitation was pretty light on accessories limiting Rat King to a single instrument, some rats, and extra heads and hands. This one really outfits the Rat King with weapons some of which call back to the vintage figure. It would seem that was the line Super7 was given by Viacom: you can recreate the old figure, but you need to do something new for accessories. The most memorable accessory from that vintage figure is the dead cat belt. Rather, it’s actually a snake that serves as the belt, but it had a dead cat draped over the front like a loincloth. It was cartoony which is how Playmates was able to get away with packaging a dead cat with its figure, and I’m sure Super7 felt like they had to pay tribute to that very odd attire. And they did, only it’s no longer a belt but a bandolier. The snake is gone and it’s just a dead cat that fits over the should and there’s a rat biting its tail to complete the circuit. It’s all orange with a black wash and the teeth and X eyes are painted. It’s a good way to meet the fans and Playmates halfway. I’m pretty sure it’s intended to go over the chest of Rat King, but you can also drape it over him reverse which looks just as good if not better since the cat is pretty cumbersome. Especially if one makes use of the weapon storage built in.

This is a Rat King who likes to get stabby.

In what is likely a reference to the toon version of Rat King, the bandolier has what appears to be the remnants of soda scans built into the front. These act as holsters for Rat King’s three, primary, accessories. The first is a crudely fashions knife. It’s a serrated blade jammed into a piece of pipe and then bound with the same green material Rat King uses to fashion that attractive diaper he features. The blade looks dented and dulled and you know anyone who gets stabbed by this thing better be up to date on their tetanus shot. The middle holster is for Rat King’s scepter. Not much of that old figure really played into the fact that this guy thought of himself as a king so this accessory is a pretty thoughtful one. It’s just a seated rat and the handle of the scepter is his tail. He has a gold crown atop his head and it leads me to wonder who the real king of rats is: the Rat King, or this little guy. The third holster is for his pipe. It’s usually referred to as a flute and it’s something that appeared in the cartoon, though it resembles a clarinet more than anything. It’s all yellow with a green wrap on it and it’s basically the only remnant of the Shredder’s Revenge version of the figure that was scrapped.

“Me know not how play ‘dis ding.

In order for Rat King to utilize his toys, he’s going to need some hands. And for Rat King we get a set of fists, open, gripping, and a set of pipe playing hands. These hands are kind of pinched in the middle like he’s making a “Too Sweet” gesture as made famous by the nWo in WCW in the mid 90s. The instrument can slot into these hands just fine, but the articulation makes holding it in a convincing manner a tad cumbersome. He also doesn’t really have a portrait intended for playing this thing. For heads, we get the vintage inspired head as well as an alternate expression where he’s yelling. For the third head we get the Hot Rat King. For the few who were looking forward to that figure, Super7 included one of the heads. It’s the smiling portrait and the sculpt certainly presents a far more attractive version of the character. It’s not painted as well as the other heads though as it looks like they didn’t paint the skin tone on and instead hit it with a wash. He’s got a bit of a jaundiced look going on as a result when I would have preferred a warmer complexion, not that I plan to use this head (sorry, Hot Rat King). The final accessory is a little bit of a callback to the original figure. That one came with a rat grappling hook and this Rat King has his own version of the same. The old one was comprised of two rats while this is just a single rat with a really long tail and some mighty incisors to serve as the hook. It’s all sculpted plastic so it can’t really do much and I don’t see a storage spot for it on the bandolier, which is a bummer. I suppose you could loop it basically anywhere, it’s just a tad tricky figuring out how to make it look like it’s hanging naturally.

That’s all the stuff that comes in the box, but one pressing question remains: can he articulate worth shit? Articulation is not this line’s strong suit as I would describe it as an aesthetics forward line. And Super7 has some antiquated views on what articulation is needed and what isn’t. In the case of Rat King, the articulation is about what is expected of this line. It’s mostly basic stuff: double ball-jointed head, shoulder-hinged arms, bicep swivel, single-jointed elbows, swivel and hinge wrists, ball-jointed waist, pin and hinge hips with a thigh swivel, single-hinged knees, and ankles that hinge and feature an ankle rocker. All of the wrist hinges are horizontal which is disappointing as even the pipe hands would be better with vertical hinges. The waist joint, despite being a ball-joint, is basically a swivel only point as there’s no real forward and back motion. The right shoulder on my release is very tight at the hinge. Rotation is fine, but that hinge sucks to move every time. It looks a little funky, like it was miscut at the factory, so maybe that’s only a problem with my figure. The left wrist is also a little tight in that it’s hard to get the hands to seat all the way into the joint. There’s a slight gap which honestly isn’t the worst thing in the world as it comes out easy enough. Rat King also has floating wrist straps that can slide over the joints, if need be.

“Your place or mine?”

By far, the best thing about the articulation with Rat King is that there’s no looseness. My wave 11 Rapper Mike was pretty floppy in the hips, but Rat King does not suffer from the same fate. The range there is also pretty nice as he can kick forward about 90 degrees and perform some splits out to the side. The knees and elbows won’t give you 90 though, but that’s become expected of this line. I’m just happy that the exposed knee on the figure’s left leg is not broken up by the articulation so it looks fine even when bent because they painted the exposed part. The previously released Triceraton unfortunately can’t say the same thing. I do wish there was a joint in the abdomen, but then they would have had to move the centipede (so what?) and it’s a shame he can’t convincingly play his pipe, but since that thing is really here for Hot Rat King then I guess who cares?

“The sewers belong to me now, reptile!”

Rat King is not a perfect action figure, but he is a damn good one. For a Super7 Ultimates! release, the usual caveats apply where articulation is concerned, but aside from that there’s little to complain about and plenty to praise. The sculpt is what most TMNT fans want – a highly detailed throwback to the vintage Playmates figure with lots of paint. I love the gross factor added by the wash and the new open mouth portrait especially looks terrific. The accessories are appropriately themed for Rat King and I enjoy the new take on the cat belt and its available weapon storage. The only thing missing that somewhat surprises me are some stand-alone rats, but considering he has three on his person plus three more across the accessories then I guess we’re doing fine when it comes to meeting the rat quota. Mostly, Rat King is exactly what fans of this line want. He’s well-executed and is a figure that earns its $55 asking price. There are no wait for a discount encouragements here this time. If you’re a fan of Rat King and that old Playmates release then I think you’ll enjoy this one. And if you’re one of the few bummed out that Hot Rat King was scrapped, at least you get a head with this package. Hot Rat King may be gone, but he hasn’t been forgotten.

The King of Rats is well-represented in action figure form:

NECA TMNT Mirage Studios Rat King

Rats! Is what Charlie Brown would say at the sight of today’s subject, the almighty king of the rats himself, the Rat King. Rat King has always been a favorite of mine when it comes to Teenage Mutant Ninja Turtles villains. Like a great many, I was introduced to the character via the cartoon series…

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NECA TMNT Cartoon Rat King vs Vernon

When I last reviewed a NECA Teenage Mutant Ninja Turtles two-pack it was the Splinter vs Baxter Stockman set and I referred to it as potentially the last essential set for some. The key word there being “some” as I am not “some” and didn’t consider myself “some” when I wrote that, for there are…

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Super7 TMNT Ultimates! Robotic Bebop

Robotic Bebop might be the reason, or one of the reasons, why wave 7 of Super7’s line of Teenage Mutant Ninja Turtles Ultimates! figures was so delayed. If you recall, this was put up for order back in the winter of 2022. Robotic Rocksteady, who we reviewed here back in November of 2023, was supposed…

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Final Fantasy VII Rebirth

My video game reviews are rarely timely. I just don’t have the available free time to plow through a video game like I once did, especially not a lengthy role-playing game. Nonetheless, the subject of a Final Fantasy VII remake has been a big one to me and I would be remiss if I didn’t collect my thoughts on the subject here in this space. It was nearly a year ago that I did just that with part one of a projected three-part project that is the Final Fantasy VII remake. That first part basically covered the Midgar portion of the story from the original game taking what was probably an eight hour experience and turning it into a 60 hour one. The second part of that journey arrived the same day as my review of the first and I think most had an idea of where it would leave off relative to the main story, and most were right. It has taken me the better part of eight months to work my way through this second chapter, titled Final Fantasy VII Rebirth, and I have some thoughts to share.

As is probably the case with every article, blog, etc. on the subject, spoilers are ahead for those who did not experience the original Final Fantasy VII or Final Fantasy VII Remake. I’ll not spoil this game outright, at least not without warning, so if you’re looking for a delayed opinion on a game you’re considering for yourself then you’re safe for now. The game picks up right where Remake left off and our heroes are fleeing Midgar and planning their next move following the destruction that took place and their encounter with the big baddie of the game: Sephiroth. Remake ended on a controversial note. Basically, it was revealed that what we’re playing is a remake in a meta sense, but only Sephiroth is aware. Final Fantasy VII happened. Sephiroth lost and the planet was spared. Now, he gets to try again by toying with the whispers of fate, as it were. In a way, it’s not important to the player if this is a redo or all happening for the first time, except for the fact that it was revealed at the end of Remake that Zack (Caleb Pierce) is alive. If you’ve played the original, or the prequel game Crisis Core, then you know Zack should be very much dead. He died saving Cloud and that inspired Cloud to basically become Zack, in a sense. With him alive it’s confirmation that Sephiroth (Tyler Hoechlin) has indeed altered history and anything can happen from here.

This guy showing up at the end of Remake certainly raised a few eyebrows.

That little detail may have caused a few fans to raise their pitchforks at the game’s conclusion, but if you thought this meant that the experience going forward would be vastly different then put those pitchforks away. Oh, there are indeed some changes, but the events of Rebirth largely follow in the footsteps of the original game. With just a whole lot more. How does one take a 40 hour experience and stretch it across three modern games? Why, with padding of course! Final Fantasy VII Rebirth is a long game and it took me just shy of 130 hours to roll credits on it. I did not do everything in this game either. I started off trying to keep up with every nook and cranny offered up by the experience, but at some point I decided if I ever wanted to beat this thing that I needed to play in a more focused manner. You see, this game has a mini game for seemingly everything. They add considerable padding to the experience especially if you want to get the top score and receive the best reward. The game is also structured in that there are a series of areas you visit which are fairly vast on their own. Each one comes with a bunch of tedium to extend them: encounter every enemy, find a bunch of special areas, tame a chocobo, beat a unique boss, etc. There is a flow to it, so it’s not a truly tedious experience, but there will be times when the game just plain doesn’t respect your time.

If you felt Remake needed more chocobos then you’ll be happy with Rebirth.

A game that is going to require such an investment of time better be fun to play. If you enjoyed the combat system in Remake, then you’ll be happy with Rebirth. Your characters all basically start over though. Same with your materia, the equip-able orbs that allow your characters to access spells and special abilities. Nothing is carried over from the prior game even though these are supposed to be all combined. The combat is still an action game. You can pause (technically, slow down time to a near pause) combat to issue commands to your characters, but there’s no turn-based option available. Combat is basically still mostly mashing the attack button, accumulating ATB bars, and then using them to unleash special moves and spells. Your party will grow quite a bit larger this time around with the additions of Red XIII (Max Mittelman), Yuffie (Suzie Yeung), and Cait Sith (Paul Tinto), but you can only take three into battle at any given time. There’s no swapping in reserves, though there is a reserve action available when things gets dire.

There are new faces in Rebirth, but like Red XIII in Remake, some are more like teases of things to come.

Every character plays a little different to make them unique. Our returning fighters in Cloud (Cody Christian), Aerith (Briana White), Tifa (Britt Baron), and Barret (John Eric Bentley) still control the same. Yuffie, who was part of the Intergrade DLC for Remake, is a hybrid melee/ranged attacker who relies on speed and is largely unchanged from that game. Red XIII was introduced in Remake, but not playable. In this one, he’s an attack/support character and his special ability is tied to his Vengeance gauge. It builds up during combat and at any point Red XIII can go into a Vengeance mode which makes him stronger, faster, and opens up new moves. Cait Sith is more of a wild card character with moves tied to chance. Cait is the small, anthropomorphic, cat and he rides an oversized moogle. The moogle can be called upon and used to dish out damage and most of Cait Sith’s abilities are tied into it.

The weapon system this time around has been altered. Rather than each weapon needing to level up via a grid type system, each character just has their own progression board of sorts to unlock abilities through. The weapons now just have a special ability and equipping the weapon and using that ability a set amount of times allows the character to learn it permanently. Weapons also have their own materia slots and their own pool of equip-able abilities. This does mean that the evergreen nature of the weapons in the last game is sort of lost. You’re far more likely to just run with the latest and greatest weapon acquired unless said weapon specializes in magic when you want the character to focus on melee attacks. The board each character has will modify base stats and also allow for the learning of magic abilities that do not require MP. It’s a unique grid for each character, so it’s not like Final Fantasy X‘s sphere grid where everyone is on the same thing, but a different starting area.

Synergy skills allow characters to team-up to unleash potent attacks in battle.

A key component of these new grids (which the game refers to as folios) is the ability to unlock Synergy skills. Synergy skills are basically team-up moves and they have to be unlocked. When a character uses an ability in battle, they fill a separate ATB bar. Once two characters have filled the required amount of ATB bars for their move, they can then use it. These moves often do a tremendous amount of damage, but also have other special functions. Many are focused on dealing extra damage to foes that have already been staggered. The Refocus ability, which grants an extra ATB gauge in battle, is also now tied to Synergy skills. Others speed up the limit gauge or leave the characters in a state where they have unlimited MP for a short while. They’re pretty useful and when it comes to harder boss fights they can be the key to turning the tide in one’s favor so it pays to make sure your favorite characters to play as have learned a Synergy skill or two.

The Gold Saucer now feels more like the experience it was supposed to be in the original game.

The presentation for Rebirth is, as you would have probably expected, quite lovely. There’s a variety of environments on display and characters animate and emote exceptionally well. The soundtrack is as good as ever making liberal use of the original game with some new twists thrown in. Voice acting is also very good and at no point will you feel like Square Enix cheaped out anywhere. About the only thing that can feel limiting is when reaching the edge of a map and encountering the ever annoying message that you cannot pass further. The locations though are technically connected so you could basically walk the entire map which I would not recommend. At some point water travel will become a possibility making it even more obvious that this is all one big area.

As most probably imagined, there are more summons to go around in this one.

There is a lot to do and a lot to see in Rebirth. I have no idea how fast this game could be completed if one ignored a lot of that extra stuff, or how much harder it would be. I played on normal and encountered plenty of challenging fights. Some of the hardest will be the summons. In order to acquire a summoned creature, you have to first beat them. You do so via Chadley, who returns from the first game, and his combat simulator. There are special shrines scattered about a region that if encountered can weaken the summoned creature, but most will still put up a good fight. Once acquired, they can only be used when the summon gauge pops up in battle, which does seem to happen far more often this time around than in Remake. Once summoned, they hang around, deal some damage, and have their own abilities that anyone in the party can tap into. Once their time is up, or the summoner is defeated, they unleash their ultimate attack and vanish. There isn’t a whole lot of strategic value to them, they almost feel like window dressing and something the game has to have since it was a part of the original. It’s still fun seeing them for the first time, at least.

The other distractions all vary in quality. Some I enjoyed, some I couldn’t wait to be done with. Chocobo racing is back only now it’s more like Mario Kart. It’s also not entirely optional, but also not super difficult. There were times I was pretty annoyed though, but those instances may have been in the optional races. There’s also a card game that Cloud can partake in called Queen’s Blood. It takes a little getting used to, but the game does a solid job of bringing the player along as more complicated cards are introduced. I did manage to complete that entire side quest without too much trouble. It’s probably the best of the many mini games which largely do not impress, but also don’t really annoy. The only one I truly detested was the piano playing mini game. I just can’t get accustomed to it and never even managed a B playing a part. I got the impression even back in the demo that it was going to be way too time consuming to get good at so I didn’t bother. Thankfully, there are no moments in the game where you’re required to play piano and actually play it well. There are some moments where you do have to play and it’s a bit awkward, but we can’t all be winners.

It’s back!

Final Fantasy VII Rebirth is basically more of the same when compared with Remake, just a whole lot more. It’s probably way longer than it should be and I can think of plenty of ways it could have been cut down. Anytime I was forced to watch Cloud crawl through something or walk slower I couldn’t help but think this could be going a lot faster. Why do I need to control an airplane that isn’t even being piloted by one of my characters to get to a new area when it could just be captured with a quick cut scene? A lot of side quests are fetch quests that don’t add anything to the narrative, and I really hated that a series of items you collect all throughout the game just leads to an optional, high level, area I have no desire to see through. There’s a crafting element included, but it adds very little to the experience other than an excuse to just put a bunch of collectible crap on every map. The game is, for me, undoubtedly a more complete experience than Remake, but at almost every step of the way there’s this feeling that the designers are just trying to stretch this experience out to the game’s detriment.

The game is so similar to Remake that any issues one had with that game will carryover to this one. I still don’t love the combat system. I don’t hate it, but I still feel like this game is stuck between a subpar action game and a JRPG. It’s not going to satisfy action game fans or JRPG fans entirely, instead it tries to meet them all halfway. It would have been so easy to make it an optional turn-based game, but Square Enix refused. And yeah, you can pause and issue commands or switch to another character on the fly, but the game is still bad at letting you truly dictate to your party members what you want them to do. There was one optional fight where I had to take out a certain enemy first. The problem was, the other enemies in the fight were all weaker. The challenge is basically you have to fight against the game because you can’t reliably get your party members to focus on the target and the target alone. I had to redo it several times because someone would end up taking out one of those lesser enemies first resulting in a failure. Even doing the fight solo was a pain as it’s very easy to accidentally switch targets and the auto-targeting sucks.

And now we do have to talk about it. The big thing. Spoilers ahead!

Do you feel that pit in your stomach upon seeing this? If you do, it’s a totally normal reaction.

As all likely guessed, this game ends with the City of the Ancients and Sephiroth’s attack. The death of Aerith is quite possibly the most famous death in the history of video games. I am struggling to even come up with anything close to it. This game totally blows it by doing what it spends too much of the game doing: it drags it out. The impact of the moment is completely lost because of how drawn out the process is. It also intentionally muddles things too by turning to something I think many are sick of: the Multiverse.

Yes, we’re going full multiverse in this one. It’s basically hinted at throughout the game as there are short sequences where we’ll check in on Zack who is watching over both Aerith and Cloud. Aerith is in some sort of coma, while Cloud has apparently succumbed to mako poisoning. Biggs is also alive, and the game waits until the end to reveal what’s going on which is essentially that Sephiroth is trying to unite a whole bunch of multiverses. I suppose it’s not the game’s fault that Marvel has gone headlong into this type of story-telling over the past few years, but it’s a trope that I’m personally so sick of. It’s not adding to the experience of Final Fantasy VII and just feels like change for the sake of change. I still expect the events of the final game to play out largely as expected, only instead there will probably be some additional final encounter with Sephiroth. Maybe it will bring in other Final Fantasy universes and Sephiroth will team-up with Kefka while Cloud and Squall race to find Tidus for one massive, shark-jumping, finale! I doubt that, and I hope we’re not heading for something that ridiculous, but I’ve gone from slightly intrigued by the possibilities presented at the end of Remake to downright soured.

There will be more battles with Sephiroth to come, but what shape will they take?

The remake of Final Fantasy VII was never going to be easy. Redoing the game with prettier graphics might have satisfied many, but also would have felt pointless. The game does at least benefit from having the player spend more time with these characters. They’re far more fleshed out, their personalities more apparent, and I genuinely enjoy spending time with them. I am invested in their journey, even if aspects of it frustrate me. Aerith was done dirty. Not because she was killed off, but because it wasn’t allowed to resonate like it should have. Perhaps the fallout in whatever comes next (I’m guessing it will be called Reunion) will find a way to rectify that. And at least they didn’t chicken out, which I was a little afraid would happen and this new timeline would lead to one where Aerith doesn’t die. Not because I want her dead or anything, far from it as she’s a delightful character, but because her death should hurt and it shouldn’t be something we can ignore.

All this is to say that I have complicated feelings on this game. I did with Remake, and I still do with Rebirth. Chances are, I’ll feel the same way when all is said and done. Can I recommend it? Yeah, sure, if you have 100 hours to spend on a game. If you don’t then I totally understand. I find the task a daunting one and I’m nearing a point in my life where I don’t really want a game to last that long. As a fan of the original Final Fantasy VII, it is nice to see these characters from a different angle and experience them in a new way. I can’t compare the two games because they’re such different experiences, but the best thing I can say about Rebirth is that I don’t regret the 130 hours I’ve spent with it. I just don’t really want to spend any more time with it.

Check out some of my other Final Fantasy thoughts below:

Final Fantasy VII Remake – Intergrade

It took a long time for it to be realized, and a long time for me to play it. It’s debatable which Final Fantasy title is best and nostalgia will always play a big role. For many, Final Fantasy VII was the first Final Fantasy game they played. Previously, only three titles had made it…

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Final Fantasy X HD Remaster

Over the years I’ve talked a lot about Final Fantasy but I’ve never posted a game review for any of the numeric titles in the long-running series. Well that ends today as I post my thoughts on the somewhat recently released Final Fantasy X HD Remaster. One opinion I have stated on more than one…

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Final Fantasy VII – To Remake, or Not to Remake?

In the gaming community, a popular topic of conversation seems to always stem around remakes.  They’re fairly popular and have become more so due in large part to the rising price of game development and the profitable business known as nostalgia.  Games cost a ton of money these days to develop, and with little change…

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Super7 TMNT Ultimates! Rapper Mike

“The name’s Michelangelo and I’m here to say, I like pizza in a radical way!”

Is Super7 going to finish a set of variant Teenage Mutant Ninja Turtles?! Maybe, as we’re now three-fourths of the way through the rock n’ roll turtles as released by Playmates. Punker Don, Classic Rock Leo, and now Rapper Mike make 3 with only Heavy Metal Raph remaining. As of this writing, Raph hasn’t been shown or even really teased. I only bring it up because Super7 has given us 3 of the 4 disguise turtles – Sewer Samurai Leonardo, Sewer Surfer Mike, and Raph the Space Cadet with Undercover Don left out in the cold. Seemingly in lieu of that figure, we received Slam Dunkin’ Don as part of the ninth wave with no indication that more sports turtles are on the way. I guess what I am saying is don’t expect anything or purchase any of these figures with the expectation that you’ll eventually get a complete set.

A lot of the sculpted elements of the old figure have been turned into accessories, but not these speakers on the back.

Rapper Mike was previously released as Rappin’ Mike in the Playmates line. Unlike Punker Don, I have no issues with pairing Michelangelo up with hip hop. It makes sense for him, the party dude, though he could be melded with other genres without much issue. He was also a figure I had as a kid, but since I wasn’t much of a hip hop fan, he wasn’t among my favorites so he’s been lost to time. And personally, I really like the other three figures from this set so I’m mostly getting Michelangelo here for the sake of completion. That doesn’t mean he can’t be a good figure though, and like the prior two in this set, he’s a pretty faithful recreation of the Playmates figure. The head, creative, person on the line at Super7, Kyle Wlodyga, sat down for a pretty expansive talk with Nick of the Robo Don’t Know YouTube channel and discussed some of the design choices with this figure. He sometimes has to dance around issues where it’s obvious Playmates is exerting some influence over Viacom when it comes to approving Super7 releases, but I didn’t pick up on any of that with this figure. It sounds like most of the changes were made voluntarily.

He may be an MC, but he still needs some ‘chuks!

And there aren’t many changes. Mike still has his white tank and green hat with what I guess are intended to be MC Hammer style parachute pants. He still has the usual arm bands and knee pads to go along with a big, toothy, grin. The biggest changes may just be taking what was previously a sculpted element and turning it into an accessory with the giant clock necklace and pink sunglasses. One highlighted change by Kyle was the choice to change the message on his brass knuckles from Mike Raps to Mike (sic) Drop. The old figure also had a chunky turntable on the front of his belt which has been removed. The belt is a little different, since it’s now more visible, and the shoes have a slightly different deco. The sculpt of the shoes is largely the same, but before they were all green and now they’re painted green and white. When I look at this one I do find him a little less interesting than Don and Leo, but is that just my bias against the genre showing through? I do think Super7 should stay close to the Playmates designs because I think that’s what their customer wants more than anything. Maybe a big, soft goods, coat that rips off the old Starter jackets would have made for a fun addition? I do wish the design was a little louder, but that’s partly the fault of the original figure.

This paint hit under the arm is an odd choice that I can only assume was either an error or a budget one.

Paint across the board with Mikey is a step up from Punker Don. The shoes, especially, look clean and the linework on the face is pretty nice, all things considered. The printing on his pants now reads “Shell Shock” and it’s styled reasonably well. The two speakers on the rear of his belt are fully painted as are the audio cables attached to them. The painted elements and different materials give the figure a nice finish, though it clashes slightly with the soft, orange, plastic used for the elbow and kneepads. They just come off a little cheap in comparison. There’s also a paint error where the under arms are painted this sort of cream color which matches the visible portion of plastron. On all other turtles, this part of the shell is green so it’s pretty odd looking. I went back to where I bought the figure, Big Bad Toy Store, to check the glamour shots to see what it was colored then, but they removed those images. Super7 still has them up, but they’re inconclusive. There’s also a minor defect with my figure where the portion of the overlay that’s supposed to connect at the crotch is disconnected. I’m guessing it was supposed to be glued. It’s an easy fix, but it might be something that impacts other figures or just mine.

These two ends tab together, but not securely since the plastic is soft. I’m guessing there was supposed to be a hit of glue applied.

Articulation for Mikey is pretty standard for a Super7 turtle: double-ball head, hinged balls at the shoulder, single hinge and pin at the elbow, swivel and hinge at the wrist, waist twist, ball-hinged hips, pin and hinge knees, ankle hinges and rockers. Punker Don was a floppy mess while Classic Rock Leo was damn near perfect. Mike slots somewhere in between. He’s not as floppy in the hips as Donnie, but he’s also not as tight and smooth as Leonardo. It’s frustrating that Super7 still struggles with this joint in what is now the 11th wave of the line, but it is what it is. Maybe we’ll finally see a big change with the 2003 turtles due up next? Some of the other joints are pretty tight too and in particular the left knee of my figure. It will need heat to function. Mikey does have one extra articulation feature and it resides under his hat. The old figure wore his hat backwards, but this one spins so you can have him wear it however you wish. It’s a good idea and a fun addition. It does mean that the hat doesn’t work with the other portrait, but that doesn’t strike me as a big deal.

Evil doers beware, getting punched by Rapper Mike is going to both hurt and leave behind a pun.

The accessory load-out here is pretty solid, but also mostly unique when compared with the vintage figure. The optional sunglasses and necklace are here to mostly complete the old look. The sunglasses are like other glasses accessories in this line in that they don’t plug in or anything, but they’ll stay in place on your shelf well enough and better than the sunglasses for Sewer Surfer Mike. The big necklace is gold and contains a new pattern on it. Instead of a clock, it’s like a bronzed pizza which I guess is fine. I prefer the clock, but maybe they feared a lawsuit from Flava Flav? There’s also a second gold chain provided. It’s a bit cumbersome to feature both at the same time so you may prefer to prioritize one over the other, but as you can see from my pictures it is possible to get both on. The optional hands are all unique to this figure since they need to feature the brass knuckles. They include fists, gripping, open, and what I guess are meant to be turntable hands that could also serve as a pointing gesture.

The old figure came with this turntable on a strap that Mike wore around his neck and the device was held out in front like an actual table. Super7 opted to alter this one so that it’s now a turntable and boom box all in one. On one side, you have the boom box which looks pretty nice and it’s painted well. There’s an articulated handle on the top and Mikey can carry it or put it up on his shoulder reasonably well. The reverse side is where the turntable is found and it looks fine, but is harder to pose the figure with. It lacks a strap to have it draped on the figure like the old one and since it isn’t an actual table it can’t be setup in front of the figure. Super7 really should have included an optional stand. Just a cheap piece of folding plastic or just optional legs that could be plugged in. This limitation means it’s likely to remain a boom box for me, but you can kind of get it in place if you slot the handle over the hands. It just won’t look like a practical way to manipulate a turntable. And in order to sing along, Mikey has some nunchaku where each handle has been replaced with a microphone. This is a recreation of a vintage accessory and it’s a welcomed inclusion. The real chain is almost a gold color which adds a nice splash of color on the shelf.

This extra head could have been so cool.

The last accessories are an alternate portrait and some headphones. Since the alternate portrait lacks the hat, the turtle shell themed headphones fit better on this head than they do the default one. This extra head though was of real interest to me going back to the solicitation. When it’s come to Michelangelo figures from Super7, I haven’t been too impressed with their portraits. The alternate head on the original is just odd looking and the Sewer Surfer portraits are large and cartoony. Even so, I’ve been using one of those heads for my Wave 3 Michelangelo, but this new one looked like a real upgrade. Unfortunately, it wasn’t meant to be. Like the other variants, the proportions aren’t a match for the original turtle figures Super7 made. The heads are slightly larger and if you can manage to get this onto your figure (it was tight, though getting the old head off was really the hard part) it may look too much like a bobblehead for your taste. Worse though is the color difference. Rapper Mike has a skin tone that’s close to a green-blue where as the original figure is what Crayola probably described as a forest green. It’s not going to look very good as a result and combine that with the oversized nature compared with the other brothers and it’s an all around failure of something that could have been awesome. It’s just a shame because I really like the look of the sculpt. It fits in very well aesthetically with the alternate portraits of the other guys, but Super7 went and Super7’d it up.

I probably won’t be sticking with this display.

Rapper Mike is largely more of the same, which is both good and bad. I think the sculpt turned out pretty well and Super7 did a good job of keeping what made the original fun while also adding a few new elements. The paint is an improvement over Punker Don and the accessories are fine, it’s just that it has too much of that Super7 feel to it. And if you have handled many of their figures, you might know what I’m talking about. Despite looking pretty good, and costing quite a lot relatively speaking, the feel in-hand just isn’t there. Mikey feels clunky and some of that is definitely owed to the floppy hips. As I said above, they’re not as bad as Donnie’s, but that doesn’t make them good. They don’t feel nice when moved almost like the figure doesn’t want you to mess with it. The stubborn knees, subpar range at the elbows, and little imperfections just add up.

It’s going to be a long while before this band is complete.

In the end, Rapper Mike is another figure from Super7 that struggles to really earn its $55 price tag. From the shelf, I’m generally happy with what is here, but there are enough faults and the in-hand experience is lacking enough that I don’t feel great about it. I absolutely love the vintage set of four so I’m attached from the onset when it comes to the Super7 versions. I just remain disappointed that Classic Rock Leo, the first in the set released, wasn’t a sign of things to come. If you love those old figures and are happy with Leo and especially Don, then you might as well go ahead and add Rapper Mike to the band. If Punker Don was a bad experience that you aren’t sure if you want to repeat, then approach with caution. For the other fence sitters, the usual Super7 caveat largely applies here where you may feel a lot better about your purchasing decision if you can score it on discount somewhere down the road. And with 2003 turtles on-deck for the next two waves from Super7, don’t expect a confirmation on Heavy Metal Raph anytime soon. We won’t see him until 2026 at the earliest, and maybe even longer since Super7 has cut way back on their preorders. We know 2003 is Wave 13 because they showed off a teaser back at San Diego, but it has not gone up for preorder yet with Wave 12 due in June right now. If they’re waiting for that wave to deliver before solicitation, then we won’t even see Wave 14 solicited until 2026 and that, ultimately, kind of sucks.

Check out these other rock n’ roll turtles from Super7 and some more Mikey:

Super7 TMNT Ultimates! Classic Rocker Leonardo

When I was a kid, I had parents with divergent musical tastes. Dad likes oldies from the 50s and 60s while mom was more into modern rock (then 80s). One area where their tastes overlapped was Bruce Springsteen. We had several of his records in my house and I distinctly remember that cover to Born…

Super7 TMNT Ultimates! Punker Don

It’s been awhile since we last took a look at a figure from a wave of Super7 Teenage Mutant Ninja Turtles Ultimates! It was back in July 2024 that I gave a rather glowing review of the first of a presumed four turtle figures based on the old Playmates Rock n’ Roll Turtles – Classic…

Super7 TMNT Ultimates! Sewer Surfer Mike

We are back with one more look at Wave 6 of Super7’s Teenage Mutant Ninja Turtles line of Ultimates! action figures: Sewer Surfer Mike. This, like every figure in the line so far, is a recreation of a Playmates Toys figure from the vintage line of TMNT action figures, and in this case it’s of…


Marvel Legends Spider-Man Unlimited

There’s got to be at least one person who has been waiting for this day.

When the decision was made to end the animated series Spider-Man, it didn’t mark the end of the webbed one’s adventures on the small screen. Momentum was building towards a Spider-Man movie which would eventually arrive in 2002 so it made sense to keep old webhead in the public spotlight. Apparently, it would have been too costly to just renew Spider-Man and see if Peter Parker ever did find Mary Jane (we had to wait until 2024 to find out), so Saban Entertainment set out to do something new. Various ideas were kicked around including going back to the beginning, but with Sony working on an origin story for the big screen Marvel squashed that. Ideas for Spider-Man 2099 were considered as well as some sort of alternate universe story with two Peters that Marvel also nixed (perhaps PTSD related following Maximum Clonage). What Saban and Marvel eventually settled on was Spider-Man Unlimited, a show cancelled after three episodes aired that has largely been forgotten. Until now!

It is an interesting look for Mr. Parker, I just wish Hasbro went all out with the shading for the figure.

Spider-Man Unlimited is back in action figure form. Hasbro has done almost every other incarnation of Spider-Man at this point so why not? He did have a cameo appearance in Across the Spider-Verse, just like basically every Spider-Man, and since the look from the show was pretty unique I suppose it makes sense to give it a go in plastic. If anything from the show is remembered fondly these days, it probably is the suit which is sort of a mix of Scarlet Spider and Spider-Man 2099. It’s still red and blue, but there are no weblines and the whole thing is heavily shaded. He also has the web cape of Spider-Man 2099. It’s not the sort of look that can be easily adapted from an existing figure so the fact that Hasbro was willing to invest in new tooling for this is actually a surprise. And there’s really no way to do the figure without also using a fair amount of paint when compared with a basic Marvel Legends release. It will be interesting to see how this thing sells and if Hasbro’s investment paid off.

I’m guessing we’ll never get Venom and Carnage from this show so this will have to do.

Spider-Man Unlimited is a bit of a throwback to a couple years ago when it comes to Spider-Man figures. I should point out that this suit was designed by Shannon Denton and Roy Burdine so if you like the look then thank them. The figure is mostly new tools because the spider logo on the chest is raised as are the legs running from them. Where they are not raised is on the arms and the red, spider, web-shooters are a separate piece. The calves have molded fins on them while the thighs and feet do not. In other words, the torso and shins are definitely new sculpt while the arms and thighs could have been sourced from another figure. The hands are conventional Spider-Man hands while the head is similar to past Spider-Man molds, but it looks too round to be from one of the symbiote costume figures and I want to say it’s all new. The web cape I’m not sure of as I don’t have any of the 2099 figures. It’s hard plastic and semi-transparent that’s slightly preposed.

Most of this figure has been molded in blue plastic. All of the red you see on the figure is painted except for the web shooters and head. And on the head, the eyes are painted and not all that well. There’s some bleed around them and it’s noticeable even from a distance. The paint on the torso though is pretty clean and impressively so. The only ugly spot is the seem between the back and front of the figure where blue shows throw. Paint on the legs is mostly fine. The red is not particularly opaque on the knee pieces, probably because that piece is a hard plastic and it just doesn’t adhere as nice. To my surprise though, the head doesn’t really clash with the painted neck so that’s a plus.

I need to do a second coat and touch-up the edges, but I like the added shading on the face. Can I keep myself from shading the rest?

What does stand out aesthetically here is the lack of shading. It’s not really Hasbro’s approach to do heavy shading on their figures, but it feels like a pretty big component for the look of this version of Spider-Man. Rather than shade it, the blue and red just seem all together darker than they probably should be. It is really apparent though since the image on the box is similar to the look from the show. In my opinion, the shading makes the suit look more interesting than it is, but to properly shade this it would need most of the blue to be covered in black. What’s easier is the face, which was always shaded on the front and basically outlined in red. I think a solid compromise would have been for Hasbro to include that shading, but they opted not to. I decided to try it myself, despite not really being a customizer and, personally, I think the shading adds something. I could easily see myself getting carried away and going over portions of the body too, but I feel like I’d be better served to just stop at the head.

A flight stand can really aid in posing this one given its limitations.

Accessories for Spider-Man Unlimited are what you would expect: fists, wall-crawling hands, and thwip hands. That’s all. No Peter portrait or web accessories. The articulation is where the figure feels a little dated. Most new Spider-Man figures have settled on a scheme that includes a ball-jointed diaphragm that Spider-Man Unlimited omits. He just has an ab crunch and a waist twist which really limits the “spider” posing. The other aspects are mostly conventional: ball-hinge head, ball-hinge shoulders, butterfly joint, bicep swivel, double-jointed elbows, wrist swivel and hinge, waist twist, ball socket hips, thigh cut, double-jointed knees, shin swivel, ankle hinge, ankle rocker. Range at the butterfly joint is a plus, while range at the hips is just okay. The waist twist, thigh cut, and shin cuts all are useful, but also all break-up the sculpt quite a bit so your mileage may vary when it comes to how useful they are. The ab crunch, being the only joint in the torso, at least works well enough, but I’m surprised they would go through the trouble of sculpting a new torso without implementing what passes for modern articulation. I don’t love what Hasbro does with its Spider-Man figures, I think they should do a ball joint in the diaphragm and waist, but it would be better than what we have here.

Even in bad TV shows, Spidey can still kick some ass.

Spider-Man Unlimited is a figure I never thought we’d get, but now that he’s here, I find myself surprised I own him. I have a bit of a fondness for odd looks sported by famous characters, especially when it’s tied to some forgotten media like Spider-Man Unlimited. I also kind of bought it because I kept striking out when heading to stores in search of other figures, and then when I saw this, it was like a bit of retail therapy to just buy it. It wasn’t anything I was planning on getting, but now that I have it what do I think? It’s okay. The figure looks fine, and I guess when you’re talking about a costume like this that’s what is most important. The articulation isn’t very good compared to the other Spider-Man figures Hasbro has done recently which aren’t exactly amazing either. And the usual complaints about a lack of accessories applies here too. I will forever remain puzzled how Hasbro was able to condition Marvel collectors to accept Spider-Man figures without web effects. If this costume is one you actually have fond memories of or just think is cool, you shouldn’t have much trouble locating this figure at retail be it online or in-store. I’ve seen it a few times now and more seem to be shipping out every day. It will set you back $25 should you decide to take the plunge with no one’s favorite Spider-Man.

Postscript: So I got kind of bored with this one just hanging out on my shelf. It’s not a bad figure, but the Spider-Man Unlimited TV show was so heavily stylized that it just really wasn’t doing it for me. I saw some customs online that looked really good, so I decided to take a stab at re-painting this one. I went with the outline approach and mostly copied the process of this custom on the channel Ken I Make It. Some others I saw put the blue on the inside of the sculpt to highlight the muscles, which looks pretty cool, but isn’t really in-line with the show. I liked the clean look with the spider logo outlined in black and decided to stick with this approach. Maybe I’ll get bored again some day and decide to do it differently, but I’m pretty content with the end result.

For someone who doesn’t really collect Marvel Legends, I sure have managed to look at quite a few Spider-Man figures:

Marvel Legends Spider-Man ’94 Spider-Man vs Carnage

Last year, Hasbro celebrated the 30th anniversary of X-Men, the animated series that premiered on Halloween 1992 and would become a ratings hit shortly thereafter for the Fox Kids Network. It was responsible for getting a lot of kids into the X-Men and Marvel comics in general and the first, prime, benefactor of that rise…

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Marvel Legends Retro Card Scarlet Spider

It was in this space last year that I shared my fondness for the Scarlet Spider costume when I reviewed the Medicom MAFEX Scarlet Spider action figure. I don’t buy much from Medicom because their figures are really expensive for what they are, but I sometimes break my own rule when I think they’ve made…

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Marvel Legends Retro Card Cyborg Spider-Man

Well, this is a figure that I never planned on reviewing. It’s a bit old at this point, but we’re looking at yet another Spider-Man retro card release from Hasbro and this time it’s Cyborg Spider-Man. Now, I remember seeing this quite some time ago at Target and thinking it looked fine, but I’m not…

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JoyToy TMNT Rocksteady and Beebop

The henchmen have arrived!

No, that is not a typo you see in the title of this entry. This is a review of the JoyToy versions of classic Teenage Mutant Ninja Turtles henchmen Beebop and Rocksteady. I don’t know why it says Beebop on the box, but this is a Chinese company and English is probably not the primary language of many involved in this project. Viacom, as licensor, must not be a huge stickler for packaging on product made for an overseas market. Maybe Bebop is always spelled as Beebop in China? I don’t know, but for the rest of this entry he will be referred to as Bebop as I’m not relearning a spelling I’ve known for over 35 years.

They may be small by conventional standards, but Bebop and Rocksteady should look big beside the other figures in this line.

JoyToy’s take on TMNT in its 1:18 scale has been delightful to experience. I’ve taken a look at the turtles and Shredder so far so you must have suspected that I was going in for Bebop and Rocksteady. The henchmen crafted for the ’87 cartoon series have wormed their way into the hearts of turtle fans over the decades. They had to fight and claw to get out of that cartoon as TMNT co-creators Kevin Eastman and Peter Laird were dead set on keeping them out of the movies. When the turtles rebooted in 2003, the idea of including the pair wasn’t even really considered. They did get to shine a bit in the 2012 series with an all new take on the pair, and they also showed up in that Michael Bay movie I pretend doesn’t exist. They’ve probably shown up elsewhere and it’s escaping my mind at the moment, but the point of this preamble is that the two are most associated with the ’87 series and its toy line. This JoyToy line having a more mature take on the property is a bit of an odd fit for Bebop and Rocksteady. It doesn’t feel like they belong here, but I’m glad JoyToy disagreed.

Bigger isn’t always better.

The JoyToy approach for Bebop and Rocksteady is a little like Super7’s. They seem to think these guys should be big and intimidating. They’re not just some comic relief, but actual physical forces the heroes need to deal with. Both stand around the 4.625″ mark to the top of the head and both get close to a full 5″ when factoring in Rocksteady’s head gear and Bebop’s mohawk. This makes the pair a little taller than both Shredder and the turtles, but more than height is the added chunk both possess. These are beefy figures as everything about them is more substantial: biceps, hands, feet, heads, etc. Just sizing them up, it looks like four turtles would be needed to take down these two. The attire both possess are very much in-line with the ’88 Playmates figures and the ’87 cartoon looks. Rocksteady more than Bebop leans into the toon as he has cargo pants and a yellow tank. Bebop has his patchwork pants, left knee brace, red vest, and a lot of the little details you probably remember from the old toy. The logo on the back of his vest has been tweaked. It’s still a weird looking skull, but has been updated with paint and a message that reads Turtle Hunter.

There’s a nice blend of toon and old toy with these guys.

The differences between the designs and old looks are pretty minimal. Most of which can be summed up as the characters looking a tad more realistic. Rocksteady has what looks to be an actual snapping turtle shell on his belt while Bebop’s shoulder pads are relatively unchanged. He does get some sweet mutton chops though and they’re purple to match his mohawk and rat tail. The blue glasses are pegged into the head and can be flipped up to expose some blank, white, eyes which look pretty menacing. Rocksteady’s pants are also an olive drab as opposed to brown and he has some off-white kneepads. Both characters make liberal use of colored plastics, but there’s also a heavy wash applied which helps to add some grime. It feels like if the ’88 toy line were restarted today with a collector focus that the characters would look something like this as there’s really no trace of the dimwitted duo from the toon.

No paint in the mouth is a bit of a bummer.

What surprised me about this pair is that there’s very little parts reuse between the two. I think it’s basically just the hands and maybe the forearms. The rest is all unique, but the proprtions and construction is close enough that the articulation is basically the same. We have heads on a double-ball peg which has decent range. Bebop’s rat tail being curled up helps to allow his head to look up as far as the joint will go. Rocksteady has his helmet glued to his head and it also has goggles that can be lowered over his eyes which is a nice touch. Both feature a hinged jaw and one of the few eyesores about these two is that the inner portion of the mouth was left unpainted. Shoulders are hinged balls with single-jointed elbows that peg into the bicep to allow for rotation. Unlike Shredder, these two go with the double-ball peg setup for the wrists and the range is pretty good. They work better here than they did with the turtles.

Rocksteady’s rear knife is finally removable and Bebop’s logo (?) has been expanded upon.

In the torso, we have a double-ball setup in the diaphragm. This allows for some forward and back and rotation. Bebop, because of his vest, is a little trickier to bend back, but the jacket is soft so it’s possible to get something there. His joint is prone to popping apart, but since it’s a ball joint the figure goes back together with relative ease. The waist is another ball joint and between the two both characters get some solid crunch forward. Hips are ball sockets and both characters can nearly perform splits going out to the side, but kicking forward is still mediocre. Bebop can kick forward a little better than Rocksteady, but it needs improvement. There’s a thigh twist and double-jointed knees which work just fine. Ankles feature the usual hinge and rocker and these two also have an added toe hinge. It’s not a great toe hinge, but if you don’t like it then you don’t have to use it. It’s a pretty solid assortment of range for these bulky boys and I don’t think the limitations will be a problem for most.

Rocksteady has stuff, but not as much as Bebop.

In terms of accessories, one of these guys got a little more love than the other. Let’s start with Rocksteady. He comes with two sets of hands: gripping and trigger finger. He has one of each on by default and swapping hands is actually pretty easy. The opening for the ball peg looks small, but the hands are soft enough that getting them on is easy enough, just watch for the bracelets flying off. He does have some accessories on him in the form of a grenade and bundle of dynamite. They’re pegged onto his belts and can be removed, if you so desire. Otherwise, the accessories in the box include his rifle, sewer lid shield, and his big knife. All of these are from the vintage Playmates release just spruced up with better paint. It’s a real nice brushed, gun, metal, finish. The knife slots into the back of Rocksteady’s chest strap like it did on the old cartoon (and was almost never removed). Rocksteady also comes with a boom box as JoyToy really wanted to embrace the musical component to their names. This boom box is also a rocket launcher in disguise. There’s a fold-out handle on the bottom and the side panel pops off to reveal an opening. There’s a missile included which fits in here, though it doesn’t click in or anything. If you push it in too far it practically disappears. Still, it’s a fun addition and I like the creativity.

Bebop has a lot to be excited about.

As for Bebop, I think someone over at JoyToy really likes the big guy because he comes with a bunch of stuff. Some expected, and some that came out of left field. We’ll start with the hands. Bebop has gripping hands, trigger hands, a devil’s horns left hand, a very specific gestured right hand that we’ll get to, and fists that each sport some spiked, brass, knuckles. That’s pretty rad as normally I’m not that into fists for my action figures, especially ones that have other accessories, but put some brass knucks on them and it’s a lot cooler. Like Rocksteady, the hands are pretty soft and come off and go on pretty easily. He does have a bracelet on each hand so, as was the case with Rocksteady, try not to send them flying.

The brass knucks are a nice touch.

As for weapons, well Bebop has some stuff you probably expected. He has his drill gun, which basically looks like a conventional electric drill. I only call it a drill gun because this thing did shoot lasers in the cartoon. It looks great and follows the same style as the weapons with Rocksteady. He also has a machinegun which is very similar to an early gun he used in the cartoon. It’s also basically the same gun that came with the Playmates Triceraton as well as the NECA Triceraton so if you want a more conventional looking gun this is the one for you. He also has his trash can lid shield, which…looks like a trash can lid. The only weapon he doesn’t carry over from his Playmates days is his knife. Instead, Bebop gets a lead pipe to crack some shells with. It’s fine and it’s sculpted to look a little beat up which is a nice touch.

Bebop has been held down too long, it’s time he realizes his dream.

The accessory that stands out though is the double guitar. Technically, it’s a double bass as it only has four strings on each instrument. It’s this black, stylized, guitar with flames painted onto the upper body. It has a real Guitar Hero vibe to it, though it very much is sculpted to look like a real instrument and it’s pretty damn cool. I’m real impressed with the sculpt and paint on this thing as it’s pretty damn small compared with the Super7 Classic Rocker Leo. The strap for the guitar is also lined with bullets so it doubles as a bandolier. It can’t connect to itself though so in order for Bebop to brandish it as a bandolier he has to wear the guitar. That other gesture hand appears to be a picking hand, though he doesn’t have a pick. I guess if this is a bass then that makes sense since many bass players just use their fingers. The trigger hand seems to work the best as a way to grab the neck, but it would have been cool if he received a dedicated fretting hand. As far as I can tell, there’s no hidden weapon here like there is with Rocksteady’s boom box. This is just a double bass guitar for rockin’ out and apparently that’s something Bebop likes to do.

“Donnie, you sure about this guy?” “Hey, we needed a bass player and I got us a bass player.”

Both figures also come with a disc stand and a portion of a base. The disc stand looks like a manhole cover and if you’re looking for a little added stability it will probably get the job done. The base is the same piece that came with Shredder. It’s that white stone with a portion of a manhole cover in the middle. This piece is also included with the Foot Soldiers so if you have one of them plus Shredder then you’ll be able to assemble it. I passed on the Feet so I just have the three. I did preorder April so if she comes with one I’ll be able to assemble a full base, but I don’t remember which piece she comes with.

Unlike their toon counterparts, these two seem like they may be up to the task of taking on the turtles.

Both figures come with what you need and a lot of what you don’t so that’s pretty great. Rocksteady does come up short in the hand department and there may be some who wish Bebop had his knife, but I’m pretty content with what’s here. The only thing I really wish came with Rocksteady was a blast effect for that rocket launcher. That would have been cool and really added a little something extra to the package. Aside from that, it kind of sucks that the tongues aren’t painted on either figure, but I’m struggling to find real faults here. These two figures are great and if you’re into what JoyToy is doing then you’re going to enjoy these figures. They’re a little tricky to track down because you have to import them, but it’s not too hard and each one is going to run you around 40 bucks. I got mine from Cool Toys Club and have no complaints about my experience. There is at least one seller on Amazon that has these going in and out stock and I know some people got them from LT Cave. If they sold out just keep checking because JoyToy may produce more. I’m not all-in on this line, but I am excited for more because this is a toy line I never knew I wanted, but is one I’m really enjoying.

We have more from JoyToy below as well as plenty of Bebop and Rocksteady reviews:

JoyToy TMNT Shredder

Every hero needs a villain, and for the Teenage Mutant Ninja Turtles that number one villain is The Shredder. Setup as a foil in his original appearance, Shredder really became the main guy when the cartoon series was put into development. That show needed a villain who was always around and Shredder was the best…

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JoyToy Teenage Mutant Ninja Turtles

It’s been said before and it will be said again: everyone is making Ninja Turtles. It feels like the list of companies not making Teenage Mutant Ninja Turtles is smaller than the list of those who are. Viacom has not been shy about licensing the brand out to toy makers and it’s reaching a point…

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NECA TMNT Toon Vacation Bebop and Vacation Rocksteady

Pack your bags and grab the sunscreen because today we’re heading to Florida! It’s vacation time folks, and even the bad guys deserve a little fun in the sun sometimes. Coming from NECA Toys we have another fun variant of the duo Bebop and Rocksteady. Always more comic relief than true threat, the boys come…

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MOTU Turtles of Grayskull Two-Bopsteady and Metal-Boto

The end of the Target exclusives for the Turtles of Grayskull line?

Thanks to Christmas and my affinity for only posting Teenage Mutant Ninja Turtle posts on Tuesdays, we have quite the backlog of action figure reviews to get through and this should be the last of them. 2024 is going to be known for a lot of things, and one such thing for me was Mattel’s Turtles of Grayskull crossover series featuring familiar faces from Mattel’s own Masters of the Universe brand and TMNT. It was sold basically everywhere, but the two, main, big box retailers in the US each got their own exclusive figures. For Target, that took the form of a build-a-figure line of four releases that started late in 2023 with the Mouse-Jaw release. That means collectors have had to keep track of these build-a-figure pieces for about a year as the final of four “deluxe” releases hit stores in November of 2024 in the form of Two-Bopsteady.

“Aww boss, we don’t wanna share a body!”

Two-Bopsteady is perhaps the most interesting release of the four. It takes the famous henchmen of Bebop and Rocksteady and mashes them up with the MOTU villain Two Bad. Two Bad, if you’re not aware, is two characters merged into one so for this release Mattel opted to merge Bebop and Rocksteady into one two-headed monstrosity. I love the concept and I’m left wishing this was something the old cartoon had done because there is a lot of comedic potential. And as a toy, it’s an interesting concept to get a two-headed figure and especially so in a toyline intended to be modular. Can they do it right without breaking the format?

Just one big knife? I guess we’re not going with a “Two” gimmick.

The answer to that is yes and no. The torso obviously needed to be unique to accommodate two heads which meant it has to also be wider than typical. It also seems flatter and it is a bit odd looking. The two heads, Bebop on the right and Rocksteady on the left, also seem undersized compared to the other characters in the line which was obviously needed to fit both in place. I also don’t know much about Two Bad, but I do know that the blue one on the right has the fins on his head which have been given to Rocksteady who is on the left of this release. I can see why they wouldn’t want to mess with Bebop’s mohawk, but why not reorder them then? It’s not an issue for me, but MOTU purists might find it annoying.

The flair is just a recolor of the same accessory that came with Krang. A bit weird this non-mechanical character has to remove a hand to use it.

Aside from the odd proportions though, I really like the look of this figure. Most of the figures in this line utilize a lot of colored plastic and this figure isn’t particularly different from that perspective. There is more paint though and the plastic in use has a real matte appearance. The shades are fairly earthy in tone and it all blends together in a very pleasing way. The gray on the torso is painted and it matches the gray plastic of the left arm very convincingly. The vest and harness is an overlay and there’s “metallic” overlays on the legs which have a slight blue hue to them. The paint on the two heads are pretty clean, there’s a tiny bit of purple slop on Bebop’s glasses while the big turtle shoulder pad looks pretty nice. The only really plasticky looking bits are the feet. The torso is a little odd and the figure is sort of bow-legged, but the different shades just work really well for me so I find myself just really liking the look here.

Do these guys strike fear into the hearts of turtles?

Articulation for this figure is exactly like the rest so I won’t go into detail. The ankle rockers work well and I point that out because it’s been the most inconsistent aspect of this line. His feet are tiny though so standing this one can be a bother. Accessories are limited to two, a big, yellow, knife and a ball on chain. The knife is a solid callback to both Playmates figures, more Rocksteady than Bebop due to its design. It’s fine, though I don’t like the use of bright, yellow, plastic here. It looks really cheap which clashes with the look of the figure. Maybe a bronze would have worked better? Or just copy the steel color of the armor. The ball and chain accessory is exactly like the one included with Krang, but it has a blueish chain and a yellow spiked, ball. It plugs into the wrist and it’s a bizarre choice. I think Two Bad comes with a gun so why not get representation for that aspect of the mash-up via the same? I don’t even know if a flail makes sense for Two Bad.

It took about a year, but Metal-Boto is now complete.

Since this figure comes with the final parts needed to build Metal-Boto, we should probably discuss him. He is a mashup of Metalhead and Roboto which makes sense. Despite that, I don’t think this figure shares many parts with Roboto aside from some of the accessories. I also don’t know if it’s all new sculpting, but it’s pretty intricate and detailed. This looks like a MOTU Origins Metalhead to me, and the only real Roboto aspect to it is the red mouthguard. Well, that and the hidden surprise in the chest. This figure has an action feature as the head connects to the torso via a different connection. It reduces the modular functionality, but when you turn the waist it makes the red piece flap up and down. And if you remove the green chest cover it reveals some transparent plastic with plastic gears behind them which also move with the head. It’s the same feature Roboto has and I actually didn’t even know it was there until I put everything together.

The shell can come off, but also be used to store his various attachments.

Metal-Boto is constructed like the other turtles in that he has a removable shell that can double as a shield. His shell also has plug holes for his accessories. On his arms, he has plugs for these extra attachments done in blue plastic. There’s a grabber and an axe head as well as a gun arm and drill bit. He also has an extra forearm which has a bit more of a turtle look to it. To use them in place of his hands you need to first insert an adapter. One came with Mouse-Jaw and one here so there’s one for each arm. They work fine, but they also add length to the arms so they look a little goofy. Especially if you want to use that alternate hand, Why they didn’t make that plug into the wrists I don’t know. I like the look of it, but it looks so stupid on the figure.

Pop the chest piece off to reveal his inner workings.

Aside from that, I do like the look of this one. As I said, it’s very Metalhead even down to the T logo on his belt. There’s a slight luster to the silver parts and the gold accents are well-painted. The green feet clash, but that’s true of the old Metalhead design. He has red trunks, but they don’t look out of place and I rather like the introduction of the soft, green, chest plate. It’s no gold vac-metal, but it has a nice finish. His articulation is basically the same as the rest save for the fact that his head only swivels. He’s a nice looking figure. I can see how this one may have been more expensive to produce than some of the others so it makes sense that it was the build-a-figure. Even so, he basically costs 20 bucks if you figure that extra five for these deluxe offerings fund this guy. Though in reality, you have to spend 100 bucks across four releases to get him. At least he might be the best figure in the line so that certainly helps. I just wish he had storage for all of his accessories. Basically, the adapters don’t slot anywhere so you have to keep track of either them or the default hands if you’re using some of the weapons.

These two figures basically put a bow on this line for me. Mattel is rolling out more including another set of turtles, a mutated Shredder, and more, but I think I’m content. I do like some of the new designs more than what I have, but not enough to double dip. I do wish I liked one of the He-Man figures because it feels weird to have a MOTU x TMNT display with no He-Man, but I’m not going to buy one for the sake of it (I already did that with the Shredder figure I’m still just lukewarm on). And my shelf is really full anyway. Fitting these two in there is hard enough. As a line though, it’s fun. It’s not amazing, but it’s also limited by the form of the Origins subline which wants to keep a lot of that 80s aesthetic with better functionality. It is a fun combo though as you have the dominant action figure line of the early 80s mixing with the one that took over at the end of the decade. It’s just surprising it took this long. If you’re still looking for this release, it seems to be in stock at Target still and may even be heading for a post holiday sale price. The other releases in this deluxe line may be harder to find at this point since Target put them on sale to make room for the next one. Good luck!

The true fifth turtle (take that, Zach!).

If you missed the other deluxe offerings in this line and are curious if you’re missing out, see below:

MOTU – Turtles of Grayskull Deluxe Mouse-Jaw

Nothing can be simple in this day and age of retail toy sales which is why the new mash-up of Masters of the Universe and Teenage Mutant Ninja Turtles toyline features ostensibly 3 SKUs: standard, deluxe, and deluxe with build-a-figure parts. The standard releases are, as you may have expected, released abroad and you can…

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MOTU – Turtles of Grayskull Deluxe Sla’ker

It’s a Tuesday, and I have a new Turtles product to talk about, so let’s make it another Turtle Tuesday! And today brings us the second in the line of deluxe Masters of the Universe Origins – Turtles of Grayskull line exclusive to Target – Sla’ker: The evil cybernetic snapping turtle! This is Slash, the…

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MOTU Turtles of Grayskull Splinter-Skull

A couple week back I bemoaned the Walmart exclusive Krang from Mattel’s Masters of the Universe Origins – Turtles of Grayskull line for being particularly troublesome to track down. I couldn’t even find one in store or online to purchase at MSRP and had to buy it from a third party – on Walmart’s website…

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